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An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings

机译:在低技术环境中为青少年学生开发数字化游戏化性健康教育的迭代过程

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Purpose - Digital technology has great potential for educating today's digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of the sexual well-being of adolescents more effective. Although venereal diseases such as HIV/AIDS have become a greater problem in Sub-Saharan African (SSA) countries than in any country outside of Africa, little is publicly known about the development of gamified learning for use in counter-measures. This paper aims to address that deficit by presenting the process of developing one such game. The paper highlights how the "My Future Begins Today" game for sexual health education was developed, evaluated and refined in the real-world of low-tech settings and made improvements based on the response of users. Design/methodology/approach - Design-based research (DBR) was used to guide the design, develop, test and refine the digital game in iterative cycles. The evaluation of the effectiveness of iterations of the game was done using adolescent sexual health literacy tests and the validated Motivation, Attitude, Knowledge and Engagement framework, the authors developed based on existing approaches. That framework combines the elements of motivation, attitude, knowledge and engagement, effectiveness was evaluated based on the game's ability to motivate students, improve their attitudes, increase their acquisition of knowledge and engage them in learning self-rating surveys and interviews. The whole process of game design, testing, evaluation and refinement were underpinned by the activity theory, DBR and participatory design (PD) research. Findings - Participants in the gamified learning platforms demonstrated higher average scores on their post-tests than their counterparts subjected to the traditional teaching classroom. Also, gamified learning groups commented positively on the effectiveness of their instructional approach than their counterparts in the traditional learning group. The stakeholders' involvement in developing gamified learning provided a good understanding of the importance of the game to the adolescent students and how it was going to be used to address the problem identified. The application of PD contributed to the effectiveness of the game. It involved various actors from various fields who were relevant to the game. Also, engaging targeted users from the beginning resulted in the creation of a better correspondence with the preferences of end-users. Practical implications - This study has contributed to a better understanding of sex education and knowledge in the area of adolescent reproductive health issues, using developed innovative game mechanics features and its applicability in low-tech settings. Originality/value - The study will be a recommendation for future researchers in applying this gamified learning concept and its suitability in their teaching practice, particularly regarding sexual health education and adolescent reproductive health issues in low-tech settings of SSA.
机译:目的-数字技术在教育当今以数字为导向的青少年健康方面具有巨大潜力。尤其是,数字健康游戏化学习可以使促进青少年的性健康更加有效。尽管在撒哈拉以南非洲(SSA)国家中,诸如艾滋病毒/艾滋病这样的性病已经比非洲以外的任何国家都面临更大的问题,但人们普遍了解发展游戏化学习以用于反措施的知识。本文旨在通过介绍开发此类游戏的过程来解决这一缺陷。该论文重点介绍了如何在低技术环境的真实世界中开发,评估和完善用于性健康教育的“我的未来从今天开始”游戏,并根据用户的响应进行了改进。设计/方法/方法-基于设计的研究(DBR)用于以迭代周期指导设计,开发,测试和完善数字游戏。作者使用青少年性健康素养测试和经过验证的动机,态度,知识和参与框架对游戏迭代的有效性进行了评估,作者是根据现有方法开发的。该框架结合了动机,态度,知识和敬业度的要素,基于游戏激发学生,提高他们的态度,增加他们的知识获取并参与学习自我评估调查和访谈的能力来评估有效性。游戏设计,测试,评估和改进的整个过程都由活动理论,DBR和参与式设计(PD)研究来支持。调查结果-游戏化学习平台的参与者在测试后的平均成绩高于传统教学课堂上的参与者。此外,游戏化学习小组比传统学习小组对教学方法的有效性给予积极评价。利益相关者参与开发游戏化学习使人们对游戏对青少年学生的重要性以及如何将其用于解决所发现的问题有很好的理解。 PD的应用有助于提高游戏的有效性。它涉及与游戏相关的各个领域的各个演员。此外,从一开始就吸引目标用户,就可以更好地与最终用户的偏好相对应。实际意义-这项研究利用发达的创新游戏机制功能及其在低技术环境中的适用性,有助于更好地理解青少年生殖健康问题领域的性教育和知识。独创性/价值-这项研究将为未来的研究人员提供建议,以将这种游戏化的学习概念及其在教学实践中的适用性,特别是在SSA低技术环境中的性健康教育和青少年生殖健康问题方面。

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