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A systematic review of computerised serious educational games about alcohol and other drugs for adolescents

机译:对青少年酒精和其他药物的电脑化严肃教育游戏的系统评价

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Issues: Serious educational games (SEG) have been shown to be effective in educating young people about a range of topics, including languages and maths. This paper identifies the use of computerised SEGs in education about alcohol and other drugs and reviews their impact on the prevention of alcohol and drug use. Approach: The Cochrane Library, EMBASE, MEDLINE, ERIC, Scopus, psychINFO, pubMED and DRUG databases were searched in February 2013. Additional publications were obtained from the reference lists of the relevant papers. Studies were included if they described an evaluation of a computerised SEG that targeted alcohol and/or other drugs and had been trialled with adolescents. Key Findings: Eight SEGs were identified targeting tobacco, alcohol, cannabis, methamphetamine, ecstasy, inhalants, cocaine and opioids. Six reported positive outcomes in terms of increased content knowledge and two reported increased negative attitudes towards the targeted drugs. Only one reported a decrease in the frequency of drug use. Implications and Conclusion: This is the first review of the efficacy of computerised SEGs for alcohol and other drugs for adolescents. Results suggest that SEGs can increase content knowledge of alcohol and other drugs. Evidence concerning impacts on negative attitudes and alcohol and drug use is limited, with few studies examining these outcomes.
机译:问题:认真的教育游戏(SEG)已被证明可以有效地教育年轻人关于一系列主题的知识,包括语言和数学。本文确定了计算机SEG在酒精和其他毒品教育中的使用,并概述了它们对预防酒精和毒品使用的影响。方法:2013年2月对Cochrane图书馆,EMBASE,MEDLINE,ERIC,Scopus,psychINFO,pubMED和DRUG数据库进行了搜索。其他出版物从相关论文的参考文献列表中获得。如果研究描述了针对以酒精和/或其他药物为目标的计算机化SEG的评估,并且已经过青少年试用,则包括研究。主要发现:确定了八种SEG,分别针对烟草,酒精,大麻,甲基苯丙胺,摇头丸,吸入剂,可卡因和阿片类药物。六名报告说,在增加内容知识方面取得了积极的成果,另外两个报告了对目标药物的消极态度有所增加。只有一个人报告吸毒频率下降。启示和结论:这是计算机化SEG对青少年酒精和其他药物功效的首次综述。结果表明,SEG可以增加酒精和其他药物的含量知识。关于负面态度,饮酒和吸毒的影响的证据有限,很少有研究检查这些结果。

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