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Bacon Brains: Video Games for Teaching the Science of Addiction

机译:培根大脑:用于教授成瘾科学的视频游戏

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Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called Bacon Brains. However, unlike many other programs, ours focused on the Science of Addiction, providing lessons on how alcohol and other drugs affect the brain. The purpose of this study was to evaluate the effectiveness of our games in teaching students our science-based curriculum. We enrolled more than 200 students and randomly assigned them to play our games or a different series of National Institute on Drug Abuse (NIDA)-produced games. Of the students in the Bacon Brains conditions, half were instructed to play collaboratively and the other half was told to play competitively. Results indicate significantly greater knowledge gains among students in Bacon Brains compared to the existing games (5.01 mean knowledge score difference; [F(1,242) = 9.588, p = .002]). Girls demonstrated knowledge gains in both collaborative and competitive conditions, but boys demonstrated similar gains only in the competitive condition. Based on our outcomes, we conclude that video games can serve as an effective method of science instruction. We further discuss the importance of considering gender differences in light of differential response to collaborative versus competitive learning environments.
机译:研究人员开发了许多不同的计算机干预措施,旨在向学生介绍使用毒品的危险。遵循这一传统,我们制作了一系列名为“培根大脑”的视频游戏。但是,与许多其他计划不同,我们的计划侧重于成瘾科学,提供有关酒精和其他药物如何影响大脑的课程。这项研究的目的是评估我们的游戏在向学生教授基于科学的课程方面的有效性。我们招收了200多名学生,并随机分配给他们玩我们的游戏或美国国家药物滥用研究所(NIDA)生产的其他系列游戏。在培根大脑条件下的学生中,一半被指示进行协作游戏,另一半被指示进行竞争游戏。结果表明,与现有游戏相比,培根脑部学生的知识获取量显着增加(平均知识得分差异为5.01; [F(1,242)= 9.588,p = .002])。女孩在合作和竞争条件下都表现出知识增益,而男孩仅在竞争条件下表现出相似的增益。根据我们的结果,我们得出结论,视频游戏可以作为一种有效的科学教学方法。我们将进一步讨论根据对协作学习环境和竞争性学习环境的不同反应来考虑性别差异的重要性。

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