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		<title>MrMrRPG在2018年10月18日 (四) 05:44</title>
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月18日 (四) 05:44所做的修订版本&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第17行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第17行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;�&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Abstract&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Abstract&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;With both liberal social values emerging into a society that still upholds traditional Chinese values, sex education (SE) is being increasingly difficult to be discussed in Hong Kong (HK). Since minimal resources has been provided for instructors to educate their students on SE, alternative methods of educating SE has to be derived urgently before sexually related health risks such as sexually transmitted infections and unplanned pregnancies continue to grow. One of these alternative methods is through the process of gamification (Kapp, 2012), which had been yielding more positive results than traditional classroom settings (Arnab et. al., 2013; Bull et. al., 2012: Frost et. al., 2012). “Rescue Mission” (RM) is gamified platform catered towards HK secondary school students to foster their learning experience of SE. While rescuing a virtual dying patient, players of RM would also learn and engage in the discussion of SE supported with gamified elements. After playing with RM, users are expected to be informed about and be more aware of the attitudes towards SE. A prototype of RM was launched in 2017 and 100 HK secondary school students had tested its effects. Although only a pilot study, all participants had a mean score of 85.98 (SD = 4.12) from the readings they had read, suggesting its effectiveness to HK secondary school students.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;�&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;With both liberal social values emerging into a society that still upholds traditional Chinese values, sex education (SE) is being increasingly difficult to be discussed in Hong Kong (HK). Since minimal resources has been provided for instructors to educate their students on SE, alternative methods of educating SE has to be derived urgently before sexually related health risks such as sexually transmitted infections and unplanned pregnancies continue to grow. One of these alternative methods is through the process of gamification (Kapp, 2012), which had been yielding more positive results than traditional classroom settings (Arnab et. al., 2013; Bull et. al., 2012: Frost et. al., 2012). “Rescue Mission” (RM) is gamified platform catered towards HK secondary school students to foster their learning experience of SE. While rescuing a virtual dying patient, players of RM would also learn and engage in the discussion of SE supported with gamified elements. After playing with RM, users are expected to be informed about and be more aware of the attitudes towards SE. A prototype of RM was launched in 2017 and 100 HK secondary school students had tested its effects. Although only a pilot study, all participants had a mean score of 85.98 (SD = 4.12) from the readings they had read, suggesting its effectiveness to HK secondary school students.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong (HK) societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong (HK) societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. But to complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if any, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancies (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;�&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. But to complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if any, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancies (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Gamification: An alternative method&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Gamification: An alternative method&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Current literature suggests alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Current literature suggests alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research had demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research had demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission and its game elements&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission and its game elements&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;	&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;	&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform “Rescue Mission” (RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper information and information and attitudes of SE by gamifying the learning process. RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to correctly answer multiple-choice questions from different modules about SE. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform “Rescue Mission” (RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper information and information and attitudes of SE by gamifying the learning process. RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to correctly answer multiple-choice questions from different modules about SE. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM take advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM take advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names which may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet and a registered account.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names which may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet and a registered account.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A prototype of RM was launched in 2017 to test its effects. The population were one hundred (100) HK local secondary school students. All the participants had an assigned alias and password to login, but may write their own alias on the leaderboard for anonymity. The participants may login and use RM whenever they wish. The mean score was 85.98 out of 100 (SD = 4.12) on the questions as of 16th October 2018. Although this is only a pilot study, the result is certainly welcoming to the use of gamification of SE in HK secondary school students. Further studies will be done to examine the effectiveness of RM in a not too distant future.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A prototype of RM was launched in 2017 to test its effects. The population were one hundred (100) HK local secondary school students. All the participants had an assigned alias and password to login, but may write their own alias on the leaderboard for anonymity. The participants may login and use RM whenever they wish. The mean score was 85.98 out of 100 (SD = 4.12) on the questions as of 16th October 2018. Although this is only a pilot study, the result is certainly welcoming to the use of gamification of SE in HK secondary school students. Further studies will be done to examine the effectiveness of RM in a not too distant future.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;�&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;References&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;References&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., … de Freitas, S. (2013). The Development Approach of a Pedagogically-driven Serious Game to Support Relationship and Sex Education (RSE) within a Classroom Setting. Computers &amp;amp; Education, 69, 15–30. https://doi.org/10.1016/j.compedu.2013.06.013&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., … de Freitas, S. (2013). The Development Approach of a Pedagogically-driven Serious Game to Support Relationship and Sex Education (RSE) within a Classroom Setting. Computers &amp;amp; Education, 69, 15–30. https://doi.org/10.1016/j.compedu.2013.06.013&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3421&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月18日 (四) 05:43</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3421&amp;oldid=prev"/>
				<updated>2018-10-18T05:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://mail.joyouswriting.com/index.php?title=Activities&amp;amp;diff=3421&amp;amp;oldid=3420&quot;&gt;显示差异&lt;/a&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3420&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月17日 (三) 05:17</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3420&amp;oldid=prev"/>
				<updated>2018-10-17T05:17:49Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月17日 (三) 05:17所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第18行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第18行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Abstract&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Abstract&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;With both liberal social values emerging into a society that still upholds traditional Chinese values, sex education (SE) is being increasingly difficult to be discussed in Hong Kong (HK). Since minimal resources has been provided for instructors to educate their students on SE, alternative methods of educating SE has to be derived urgently before sexually related health risks such as sexually transmitted infections and unplanned pregnancies continue to grow. One of these alternative methods is through the process of gamification (Kapp, 2012), which had been yielding more positive results than traditional classroom settings (Arnab et. al., 2013; Bull et. al., 2012: Frost et. al., 2012). “Rescue Mission” (RM) is gamified platform catered towards HK secondary school students to foster their learning experience of SE. While rescuing a virtual dying patient, players of RM would also learn and engage in the discussion of SE supported with gamified elements. After playing with RM, users are expected to be informed about and be more aware of the attitudes towards SE.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;With both liberal social values emerging into a society that still upholds traditional Chinese values, sex education (SE) is being increasingly difficult to be discussed in Hong Kong (HK). Since minimal resources has been provided for instructors to educate their students on SE, alternative methods of educating SE has to be derived urgently before sexually related health risks such as sexually transmitted infections and unplanned pregnancies continue to grow. One of these alternative methods is through the process of gamification (Kapp, 2012), which had been yielding more positive results than traditional classroom settings (Arnab et. al., 2013; Bull et. al., 2012: Frost et. al., 2012). “Rescue Mission” (RM) is gamified platform catered towards HK secondary school students to foster their learning experience of SE. While rescuing a virtual dying patient, players of RM would also learn and engage in the discussion of SE supported with gamified elements. After playing with RM, users are expected to be informed about and be more aware of the attitudes towards SE&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. A prototype of RM was launched in 2017 and 100 HK secondary school students had tested its effects. Although only a pilot study, all participants had scored at least 80% from the readings they had read, suggesting its effectiveness to HK secondary school students&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第40行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第40行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Rescue Mission prototype and effects&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;A prototype of RM was launched in 2017 to test its effects. The population were one hundred (100) HK local secondary school students. All the participants had an assigned alias and password to login, but may write their own alias on the leaderboard for anonymity. The participants may login and use RM whenever they wish. The participants of the prototype has demonstrated an effect of RM, as all participants had scored more than an average of 80% on the questions as of 16th October 2018. Although this is only a pilot study, the result is certainly welcoming to the use of gamification of SE in HK secondary school students. Further studies will be done to examine the effectiveness of RM in a not too distant future.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;References'&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;References'&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第59行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第63行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Klein, J. H. (1985). The Abstraction of Reality for Games and Simulations. Journal of the Operational Research Society, 36(8), 671–678. https://doi.org/10.1057/jors.1985.124&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Klein, J. H. (1985). The Abstraction of Reality for Games and Simulations. Journal of the Operational Research Society, 36(8), 671–678. https://doi.org/10.1057/jors.1985.124&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Lepper, M. (1988). Motivational considerations in the study of instruction. Cognition and Instruction.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Lepper, M. (1988). Motivational considerations in the study of instruction. Cognition and Instruction.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Li, X., &amp;amp; Chu, S. K. W. (2018). Using design-based research methodology to develop a pedagogy for teaching and learning of Chinese writing with wiki among Chinese upper primary school students. ELSEVIER, 126, 359–375.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Malone, T., &amp;amp; Lepper, M. (1988). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, Learning, and Instruction, III, 229–253.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Malone, T., &amp;amp; Lepper, M. (1988). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, Learning, and Instruction, III, 229–253.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Mellanby, A. R., Phelps, F. A., Crichton, N. J., &amp;amp; Tripp, J. H. (1995). School sex education: an experimental programme with educational and medical benefit. BMJ : British Medical Journal, 311(7002), 414–417.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Mellanby, A. R., Phelps, F. A., Crichton, N. J., &amp;amp; Tripp, J. H. (1995). School sex education: an experimental programme with educational and medical benefit. BMJ : British Medical Journal, 311(7002), 414–417.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3418&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月16日 (二) 20:10</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3418&amp;oldid=prev"/>
				<updated>2018-10-16T20:10:26Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
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		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月16日 (二) 20:10所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第7行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第7行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Joshua Ng, Xuanxi Li, Wendy Wu, Samuel Chu&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Joshua Ng, Xuanxi Li, Wendy Wu, Samuel Chu&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of Hong Kong&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of Hong Kong&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;East China Normal University&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;East China Normal University&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of California, Irvine&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of California, Irvine&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3417&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月16日 (二) 20:09</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3417&amp;oldid=prev"/>
				<updated>2018-10-16T20:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月16日 (二) 20:09所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第6行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第6行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;ngyf@uci.edu&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;ngyf@uci.edu&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Joshua Ng, Xuanxi Li, Wendy Wu, Samuel Chu&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;University of Hong Kong&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;East China Normal University&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;University of California, Irvine&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Abstract&amp;quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;With both liberal social values emerging into a society that still upholds traditional Chinese values, sex education (SE) is being increasingly difficult to be discussed in Hong Kong (HK). Since minimal resources has been provided for instructors to educate their students on SE, alternative methods of educating SE has to be derived urgently before sexually related health risks such as sexually transmitted infections and unplanned pregnancies continue to grow. One of these alternative methods is through the process of gamification (Kapp, 2012), which had been yielding more positive results than traditional classroom settings (Arnab et. al., 2013; Bull et. al., 2012: Frost et. al., 2012). “Rescue Mission” (RM) is gamified platform catered towards HK secondary school students to foster their learning experience of SE. While rescuing a virtual dying patient, players of RM would also learn and engage in the discussion of SE supported with gamified elements. After playing with RM, users are expected to be informed about and be more aware of the attitudes towards SE.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Hong Kong societic values has been increasingly liberal; those values are not limited &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sex &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;relationships. One &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the effect &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this phenomenon &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the increasing numbers of underage sexual intercourse among HK adolescents &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Family Planning Association of Hong Kong&lt;/del&gt;, 2012). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Unfortunately the increase &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;underage sex has also increased the numbers &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;several health issues especially amongst HK adolescents&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Two of these health issues &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the spread of sexually transmitted infections &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;STI&lt;/del&gt;) and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unplanned pregnancy &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Tsang&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2014&lt;/del&gt;). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;To prevent &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;health risks &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unsafe sexual activities&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adolescents should be properly informed about sexuality education &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;SE&lt;/del&gt;).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Current literature suggests alternative methods &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;foster SE &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;discussion within and outside &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;classrooms; one &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;through gamification &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Kapp&lt;/ins&gt;, 2012). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;games to foster “learning and engagement” &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a certain subject or idea (Kapp, 2012)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements &lt;/ins&gt;are (&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;“Abstractions of concepts &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reality”; &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2) “Goals”; (3) “Rules” (Keller&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1987&lt;/ins&gt;)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;taxonomy &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;intrinsic motivation (Lepper&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1988; Malone, 1988). Other theories are self-determination theory &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975&lt;/ins&gt;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and &lt;/del&gt;had &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective ''(please state some facts to support this)'' on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;SE topics being taught &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;classroom (&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Curriculum Development Council&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1998&lt;/del&gt;). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;With these issues in mind, SE has largely been ineffective &lt;/del&gt;within the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;classrooms of HK&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;But to further complicate this issue&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;traditional Chinese values further obstruct topics related &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;SE being discussed &lt;/del&gt;in and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;outside of classrooms &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Chang&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1991&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Okasaki&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2002). With the above factors affecting the overall SE atmosphere&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;HK adolescents had minimal&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if at all&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exposure to the holistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK&lt;/del&gt;, 2012&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; Tsang, 2014&lt;/del&gt;). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;With the current SE atmosphere in HK, &lt;/del&gt;an effective &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;method &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;educate &lt;/del&gt;HK &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;students in SE and &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have them engage in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;healthy &lt;/del&gt;discussion &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is imminent and urgent&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Previous research &lt;/ins&gt;had &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demonstrated &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;efficiency of using games &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;education compared to dictated &lt;/ins&gt;classroom &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;approaches &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Arnab et. al.&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2013&lt;/ins&gt;). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One of the conclusions was gamification creates effective interventions which stimulated peer involvement &lt;/ins&gt;within the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;discussed topic&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The interactive process of gamification is not only engaging but also pedagogically sound&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which are vital &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;effective learning (Arnab et. al. 2013). Other prior researches had applied gamification &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sex education in their respective cultural contexts &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;achieved positive results &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Bull&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Levine&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Black&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Schmiege&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;amp; Santelli&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2012; Frost&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Lindberg, &amp;amp; Finer&lt;/ins&gt;, 2012). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Therefore gamification could be &lt;/ins&gt;an effective &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;alternative &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the current model of &lt;/ins&gt;HK &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;secondary schools &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;foster &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more engaging &lt;/ins&gt;discussion &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;of SE&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第22行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第31行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;Rescue Mission&amp;quot; &lt;/del&gt;(RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;“Rescue Mission” &lt;/ins&gt;(RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;information and &lt;/ins&gt;information and attitudes of SE by gamifying the learning process. RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;correctly &lt;/ins&gt;answer multiple-choice questions from different modules about SE. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;80&lt;/ins&gt;% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to input an alias &lt;/ins&gt;to compare their scores to other players&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;correctly&lt;/del&gt;. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;50&lt;/del&gt;% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There are several design details that RM take advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the hints would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;References'&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or too low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., … de Freitas, S. (2013). The Development Approach of a Pedagogically-driven Serious Game to Support Relationship and Sex Education (RSE) within a Classroom Setting. Computers &amp;amp; Education, 69, 15–30. https://doi.org/10.1016/j.compedu.2013.06.013&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Ausubel, D. P., &amp;amp; Youssef, M. (1965). The Effect of Spaced Repetition on Meaningful Retention. The Journal of General Psychology, 73(1), 147–150. https://doi.org/10.1080/00221309.1965.9711263&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Bandura, A., &amp;amp; Walters, R. H. (1971). Social Learning Theory. General Learning Corperation, 1.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Bull, S. S., Levine, D. K., Black, S. R., Schmiege, S. J., &amp;amp; Santelli, J. (2012). Social Media–Delivered Sexual Health Intervention: A Cluster Randomized Controlled Trial. American Journal of Preventive Medicine, 43(5), 467–474. https://doi.org/10.1016/j.amepre.2012.07.022&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Chang, J. (1977). The Tao of Love and Sex: The Ancient Chinese Way to Ecstasy. Wildwood House.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Chu, S. (2017). Rescue Mission. Retrieved September 18, 2018, from https://smartchoicesv2.proj.hkedcity.net/rm/&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Clark, R. C., &amp;amp; Mayer, R. E. (2016). e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. John Wiley &amp;amp; Sons.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Crawford, C. (2003). Chris Crawford on game design. Indianapolis, IN.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Curriculum Development Council. (1998). Syllabuses for secondary school: Science (Secondary 1-3). Curriculum Development Council, Hong Kong Education Bureau Printing Department. Retrieved from https://cd1.edb.hkedcity.net/cd/science/is/sci_syllabus_S1to3_e.pdf&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Family Planning Association of Hong Kong. (2017, June 12). Report on Youth Sexuality Study 2016 - The Family Planning Association of Hong Kong. Retrieved September 19, 2018, from https://www.famplan.org.hk/en/media-centre/press-releases/detail/fpahk-report-on-youth-sexuality-study&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Frost, J. J., Lindberg, L. D., &amp;amp; Finer, L. B. (2012). Young Adults’ Contraceptive Knowledge, Norms and Attitudes: Associations with Risk Of Unintended Pregnancy. Perspectives on Sexual and Reproductive Health, 44(2), 107–116. https://doi.org/10.1363/4410712&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Juul, J. (2009). Fear of failing? The many meanings of difficulty in video games, 237–252.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley &amp;amp; Sons, Inc.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Keller, J. M. (1987). Development and use of the ARCS model of instructional design. Journal of Instructional Development, 10(3), 2. https://doi.org/10.1007/BF02905780&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Klein, J. H. (1985). The Abstraction of Reality for Games and Simulations. Journal of the Operational Research Society, 36(8), 671–678. https://doi.org/10.1057/jors.1985.124&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Lepper, M. (1988). Motivational considerations in the study of instruction. Cognition and Instruction.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Li, X., &amp;amp; Chu, S. K. W. (2018). Using design-based research methodology to develop a pedagogy for teaching and learning of Chinese writing with wiki among Chinese upper primary school students. ELSEVIER, 126, 359–375.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Malone, T., &amp;amp; Lepper, M. (1988). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, Learning, and Instruction, III, 229–253.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Mellanby, A. R., Phelps, F. A., Crichton, N. J., &amp;amp; Tripp, J. H. (1995). School sex education: an experimental programme with educational and medical benefit. BMJ : British Medical Journal, 311(7002), 414–417.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Okazaki, S. (2002). Influences of Culture on Asian Americans’ Sexuality. The Journal of Sex Research, 39(1), 34–41.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Red Ribbon Centre. (2014). Fact sheet on Survey of Life Skills-based Education on HIV/AIDS at Junior Level of Secondary Schools in Hong Kong. Red Ribbon Centre, Department of Health, Hong Kong. Retrieved from https://www.rrc.gov.hk/res/lsbe_02.pdf&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Ryan, R., &amp;amp; Deci, E. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25, 54–67.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Salen, K., &amp;amp; Zimmerman, E. (2004). Rules of play: Game design fundementals. Cambridge, MA: MIT Press.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Schell, J. (2015). The Art of Game Design: A Book of Lenses, Second Edition. CRC Press.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Tsang, E. (2014, August 26). Number of new HIV cases in Hong Kong set to reach record high. South China Morning Post. Retrieved from https://www.scmp.com/news/hong-kong/article/1580798/new-hiv-cases-set-reach-record-high-hong-kong-fourth-year-row&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Vygotsky, L. S. (1980). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Li, Xuanxi&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Li, Xuanxi&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3416&amp;oldid=prev</id>
		<title>Wendy在2018年10月16日 (二) 08:23</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3416&amp;oldid=prev"/>
				<updated>2018-10-16T08:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月16日 (二) 08:23所做的修订版本&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第9行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第9行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sex &lt;/del&gt;education (SE).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sexuality &lt;/ins&gt;education (SE).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective ''(please state some facts to support this)'' on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wholistic &lt;/del&gt;discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective ''(please state some facts to support this)'' on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;holistic &lt;/ins&gt;discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Previous &lt;/del&gt;literature &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;had suggested &lt;/del&gt;alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Current &lt;/ins&gt;literature &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;suggests &lt;/ins&gt;alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;had &lt;/del&gt;demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;has &lt;/ins&gt;demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform &amp;quot;Rescue Mission&amp;quot; (RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The e-learning platform &amp;quot;Rescue Mission&amp;quot; (RM) was developed with funding from the Hong Kong Jockey Club Charities Trust to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;80&lt;/del&gt;% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to input an alias &lt;/del&gt;to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;50&lt;/ins&gt;% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sub-texts &lt;/del&gt;would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hints &lt;/ins&gt;would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;too &lt;/ins&gt;low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第48行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第48行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Abstract'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Abstract'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;This study aims to design and develop a game-based learning environment to help students learn Sex Education (SE) knowledge. A game-based platform named &amp;quot;Rescue Mission&amp;quot; (https://smartchoicesv2.proj.hkedcity.net/rm/)has been developed based on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(please find the &lt;/del&gt;theory - &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;what what &lt;/del&gt;theory&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;. This study described the design of this platform&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. Besides,&amp;nbsp; a pilot study has been done to investigate the Effectiveness of online story-based Gamification Platform. Participants are (how many) Hong Kong secondary school students.&amp;nbsp; Results found that students have high engagement, % students have a score higher than 80&lt;/del&gt;. This study may shed &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;some lights &lt;/del&gt;on how information technology used to foster &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sex Education &lt;/del&gt;(SE) among secondary school students. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;This study aims to design and develop a game-based learning environment to help students learn Sex Education (SE) knowledge. A game-based platform named &amp;quot;Rescue Mission&amp;quot; (https://smartchoicesv2.proj.hkedcity.net/rm/)has been developed based on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; social learning &lt;/ins&gt;theory&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, self&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;determination theory, flow theory, and motivation &lt;/ins&gt;theory. This study described the design of this platform. This study may shed &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;light &lt;/ins&gt;on how information technology used to foster &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sexuality education &lt;/ins&gt;(SE) among secondary school students. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>Wendy</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3415&amp;oldid=prev</id>
		<title>Wendy在2018年10月16日 (二) 08:11</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3415&amp;oldid=prev"/>
				<updated>2018-10-16T08:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月16日 (二) 08:11所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第22行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第22行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Rescue Mission and its Game Elements&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In collaboration &lt;/del&gt;with the Hong Kong Jockey Club&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, Dr. S. Chu from Hong Kong University has launched a website called “Rescue Mission” (RM) in 2016 aiming &lt;/del&gt;to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The e-learning platform &amp;quot;Rescue Mission&amp;quot; (RM) was developed &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;funding from &lt;/ins&gt;the Hong Kong Jockey Club &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Charities Trust &lt;/ins&gt;to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第37行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第37行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Wendy&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Wu,&lt;/ins&gt;Wendy&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The University of Hong Kong&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wendywu@hku.hk&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Chu, S. K.W. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Chu, S. K.W. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of Hong Kong&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;University of Hong Kong&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;samchu@hku.hk&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;samchu@hku.hk&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>Wendy</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3414&amp;oldid=prev</id>
		<title>Wendy在2018年10月16日 (二) 06:06</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3414&amp;oldid=prev"/>
				<updated>2018-10-16T06:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月16日 (二) 06:06所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第11行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第11行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;''(please state some facts to support this)'' &lt;/ins&gt;on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>Wendy</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3326&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月9日 (二) 17:07</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3326&amp;oldid=prev"/>
				<updated>2018-10-09T17:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月9日 (二) 17:07所做的修订版本&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第8行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第8行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous literature had suggested alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous literature had suggested alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research had demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Previous research had demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Rescue Mission and its Game Elements&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;	&lt;/del&gt;In collaboration with the Hong Kong Jockey Club, Dr. S. Chu from Hong Kong University has launched a website called “Rescue Mission” (RM) in 2016 aiming to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/ins&gt;Rescue Mission and its Game Elements&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In collaboration with the Hong Kong Jockey Club, Dr. S. Chu from Hong Kong University has launched a website called “Rescue Mission” (RM) in 2016 aiming to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

	<entry>
		<id>https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3325&amp;oldid=prev</id>
		<title>MrMrRPG在2018年10月9日 (二) 17:06</title>
		<link rel="alternate" type="text/html" href="https://mail.joyouswriting.com/index.php?title=Activities&amp;diff=3325&amp;oldid=prev"/>
				<updated>2018-10-09T17:06:04Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;←上一修订&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;在2018年10月9日 (二) 17:06所做的修订版本&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第5行：&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;第5行：&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of California, Irvine&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;University of California, Irvine&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;ngyf@uci.edu&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;ngyf@uci.edu&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Rescue Mission: Gamification of Sex Education for Hong Kong Students&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Hong Kong societic values has been increasingly liberal; those values are not limited to sex and relationships. One of the effect of this phenomenon is the increasing numbers of underage sexual intercourse among HK adolescents (Family Planning Association of Hong Kong, 2012). Unfortunately the increase of underage sex has also increased the numbers of several health issues especially amongst HK adolescents. Two of these health issues are the spread of sexually transmitted infections (STI) and unplanned pregnancy (Tsang, 2014). To prevent the health risks of unsafe sexual activities, adolescents should be properly informed about sex education (SE).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Regrettably current SE atmosphere in HK is far from adequate. According to Red Ribbon Centre (2014), HK secondary school instructors only spend on average three hours per academic year teaching topics related to SE and had received minimal training and resources to educate students on SE. The HK secondary school curriculum is also highly selective on the SE topics being taught in the classroom (Curriculum Development Council, 1998). With these issues in mind, SE has largely been ineffective within the classrooms of HK. But to further complicate this issue, traditional Chinese values further obstruct topics related to SE being discussed in and outside of classrooms (Chang, 1991, Okasaki, 2002). With the above factors affecting the overall SE atmosphere, HK adolescents had minimal, if at all, exposure to the wholistic discussion of SE. This phenomenon also arguably restricted awareness of safe sex among HK adolescents which could further intensify the already increasing numbers of STI and unplanned pregnancy (FPAHK, 2012; Tsang, 2014). With the current SE atmosphere in HK, an effective method to educate HK students in SE and to have them engage in a healthy discussion is imminent and urgent.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;Gamification: An alternative method&amp;quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Previous literature had suggested alternative methods to foster SE and discussion within and outside of classrooms; one of which is through gamification (Kapp, 2012). Some scholars had defined game as “systematic” abstracts which allows its participant(s) to engage in a fictional “conflict” (Salen &amp;amp; Zimmerman, 2004). Gamification is to use elements of games to foster “learning and engagement” of a certain subject or idea (Kapp, 2012). Even though there were no standardized measures, Kapp (2012) suggested twelve elements present in games. The elements are (1) “Abstractions of concepts and reality”; (2) “Goals”; (3) “Rules” (Keller, 1987), (4) “Conflict, competition, or cooperation” (Malone &amp;amp; Lepper, 1988); (5) “Time”; (6) “Reward structures”; (7) “Feedback” (Hunicke, 2009); (8) “Levels”; (9) “Storytelling”; (10) “Curve of interest”; (11) “Aesthetics”; (12) “Replay or do over”. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Several theories from previous literature supports gamification in education. One of which is motivation theory, especially in the taxonomy of intrinsic motivation (Lepper, 1988; Malone, 1988). Other theories are self-determination theory (Ryan and Deci, 2000), social learning theory (Bandura &amp;amp; Walters, 1971), and flow theory (Csikszentmihalyi, 1975).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Previous research had demonstrated the efficiency of using games in education compared to dictated classroom approaches (Arnab et. al., 2013). One of the conclusions was gamification creates effective interventions which stimulated peer involvement within the discussed topic. The interactive process of gamification is not only engaging but also pedagogically sound, which are vital to effective learning (Arnab et. al. 2013). Other prior researches had applied gamification in sex education in their respective cultural contexts and achieved positive results (Bull, Levine, Black, Schmiege, &amp;amp; Santelli, 2012; Frost, Lindberg, &amp;amp; Finer, 2012). Therefore gamification could be an effective alternative to the current model of HK secondary schools to foster a more engaging discussion of SE.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;Rescue Mission and its Game Elements&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;	In collaboration with the Hong Kong Jockey Club, Dr. S. Chu from Hong Kong University has launched a website called “Rescue Mission” (RM) in 2016 aiming to educate HK secondary school students on the proper information and attitudes of SE by gamifying the learning process. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;RM only has one goal to its players: To rescue a dying patient. But to rescue the patient the player has to answer multiple-choice questions from different modules about SE correctly. These questions were derived from readings from institutions that had been contributing to developing SE, such as FPAHK. Answering the questions correctly would improve the patient’s health, even becoming a superhuman. Failing to answer the questions correctly would deteriorate the patient’s health, even to his death. Fortunately, the patient could be resurrected by correctly answering more questions. The player would receive a second chance if they answer a question incorrectly at first, but they would only receive 80% of the score as a slight penalty for a correct second try. There is also an online leaderboard for the player to input an alias to compare their scores to other players.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;There are several design details that RM takes advantage of the game elements suggested by Kapp (2012). With “Abstractions of concepts and reality”, the patient can be resurrected and to have super powers, which are both fantastical elements but they motivate the player to learn more about. The player also fulfills the goals of rescuing the patients and potentially to compete with other players, while indirectly fulfilling the goal of the designer - to learn about SE. The rules of the game is clearly defined; wrong answers would have negative reinforcements while right answers would have positive reinforcements. There are less conflicts and cooperation being exhibited as RM is a single-player game, but competition is clearly demonstrated with the leaderboard system. Time is not a resource in-game, but is one within competition between players as most players are trying to get the highest scores in the least amount of time. RM also exhibits reward structures as the in-game reward is the patient’s health while social reward in the leaderboard. Feedbacks are also available in-game as there would be sub-texts informing the player in both failed and successful attempts; moreover, both the sub-texts would guide the player to think in a certain direction if they have failed their attempts as scaffolding support. RM also has multiple modules and topics of SE to learn from. The last question of each module is a “Challenge Question” and would reward the player with bonus points if they correctly answered the “Challenge Question”. RM does not have a deep narrative, but there is a sense of narrative in rescuing the dying patient. Although aesthetics is a subjective concept, the illustrations on RM were all original. RM also has freedom to fail but different levels of consequence. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;RM does demonstrate most, if not all, of the elements being proposed by Kapp (2012). But RM have also added two additional elements which further foster the SE learning experience in the context for HK students. The first is anonymity on the leaderboard. The player may enter their alias instead of their actual names may reduce the social stigma from peers for either scoring too high or low. The accessibility of RM is also critical as a design element; making RM a public online domain may let HK students to learn about SE and compete with others as long as they have a device that connects to the internet.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-09-07 10:05:37 --&gt;
&lt;/table&gt;</summary>
		<author><name>MrMrRPG</name></author>	</entry>

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