Autor: |
Mina C. Johnson-Glenberg, Megan Jehn, Cheng-Yu Chung, Don Balanzat, Ricardo Nieland Zavala, Xavier Apostol, Jude Rayan, Hector Taylor, Anoosh Kapadia, Hannah Bartolomea |
Jazyk: |
angličtina |
Rok vydání: |
2021 |
Předmět: |
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Zdroj: |
Frontiers in Communication, Vol 6 (2021) |
Druh dokumentu: |
article |
ISSN: |
2297-900X |
DOI: |
10.3389/fcomm.2021.657756 |
Popis: |
We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. The CovidCampus experience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were analyzed. Results revealed a significant increase in confidence in asking safety-related questions. Post-play, a significant majority of players listed new actions they would take to increase their safety; players were more agentic in their choices. This game allowed players to go back and replay with different choices, but only 7% chose to replay. Short, interactive desktop games may be an effective method for disseminating information about how to stay safer during a pandemic. The game appeared to positively change most players’ health behaviors related to mitigation of an infectious disease. Designers of interactive health games should strive to create multi-disciplinary teams, include constructs that allow players to agentically make decisions, and to compare outcomes over time. |
Databáze: |
Directory of Open Access Journals |
Externí odkaz: |
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