With the rapid development of mobile Internet in China,cases of Internet fraud involving elementary school students continue to occur.Although in-depth research has been conducted at home and abroad on Internet fraud prevention education,there is little research on assessing students’ ability to identify Internet fraud information.Currently,students’ ability to identify online fraud information is mainly assessed by traditional paper-and-pencil tests,but it is difficult to assess whether students have the ability through paper-and-pencil tests because the questions and options in paper-and-pencil tests are highly suggestive and students can easily answer the questions correctly.The examination paper is not able to restore the real online information scenario in the setting of questions and answers,which also leads to the difficulty for students to distinguish online fraudulent information even if they can correctly select the right answer,but when faced with the actual online fraudulent information.Therefore,the purpose of this study is to design a tabletop game to assess elementary school students’ ability to prevent Internet fraud and to provide an effective evaluation tool for Internet fraud prevention education.At the same time,students improve their ability to discriminate online fraud information in the process of playing the game.In order to achieve the above research purposes,this research defines the core concepts,and constructs the design process of educational board games under the guidance of cognitive education field goals and situational cognition theory.Then analyze the learners,learning needs,test paper content and knowledge,on this basis,put forward the transformation rules of game elements,according to the transformation rules,the questions of the test paper are transformed into design elements of tabletop games,and finally a complete board game is designed..In order to verify the evaluation effect of the paper-and-pencil test and the tabletop game,the fourth-grade students of Chongya Foreign Language Primary School in Dongguan City,Guangdong Province were taken as the experimental objects,and the students were divided into the experimental group and the control group.Under the same teaching objective,the evaluation effect of tabletop games is better than that of paper-and-pencil exams.The experimental results of the study are that students who get 30 gold coins or more in table games can score more than 76 points on the paper-and-pencil test.Although some students scored more than 76 points in the paper-and-pencil test,the number of gold coins they received was 0.Therefore,it can be found that students have mastered the means of preventing online fraud in the game,and they can easily deal with it in the exam.Students with higher exams were unable to accurately judge the authenticity of information in table games.In order to further verify the correlation between the two groups of experimental data,this study uses the paired sample T test to verify the data.The results of the data show that after the game education of "Internet Fraud Prevention Educational Game",the students’ written test scores have been greatly improved.,there is a significant difference between the pre-game written test scores and the post-game written test scores.This shows that building the context of network information in the form of table games can not only evaluate students’ ability to discriminate network information,but also improve students’ ability to prevent network fraud and use knowledge. |