Frontiers in Communication | |
Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes | |
Hector Taylor1  Ricardo Nieland Zavala1  Anoosh Kapadia1  Mina C. Johnson-Glenberg1  Don Balanzat1  Cheng-Yu Chung1  Jude Rayan1  Xavier Apostol1  Megan Jehn1  Hannah Bartolomea1  | |
[1] Tempe, AZ, United States; | |
关键词: Covid-19 education; Simulations; serious games; Augmented Reality (AR); XR; interactive STEM education; public service games; | |
DOI : 10.3389/fcomm.2021.657756 | |
来源: Frontiers | |
【 摘 要 】
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.
【 授权许可】
CC BY
【 预 览 】
Files | Size | Format | View |
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RO202107121818374ZK.pdf | 2133KB | download |