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1.
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different outcomes based on player decisions. The narrative followed the life of one character, an African American woman named Zaria who remembers and grapples with a sexual assault from her past. The player discovers parts of the story by reading comics, watching videos, navigating interactive websites and playing short videogames. The final evaluation consisted of gameplay, a post-game focus group and follow-up interviews. Twenty-four young people participated in three focus group discussions (n = 9, n = 5, n = 10); 23 participated in the follow-up interviews. Salient themes identified in the focus group discussions included: overall approval of the game, the acquisition of new knowledge and minimal past exposure to conversations or education about sexual violence. At follow-up, almost all (n = 22) had initiated a conversation about sexual violence with a parent, peer and/or teacher. Lucidity succeeded in engaging young people and facilitating communication with adults and peers regarding sexual violence and other sexual health topics. Ultimately, a game-based intervention such as this represents a feasible approach for introducing issues of sexual violence, with potential for future implementation in educational settings.  相似文献   

2.
Assessing Farmer Innovations in Agroforestry in Eastern Zambia   总被引:1,自引:0,他引:1  
Abstract

An interactive group‐based farm simulation game used in Australia for farming‐systems education is described. The computer‐aided game is the main feature of a facilitated one‐day workshop. The game and the workshop are designed to feature fun and learning for farming systems. Responses of game players are collated to reveal their perceptions and experiences of the game. Player feedback indicates that they find the game challenging, entertaining and effective in conveying a range of farming systems issues. The Australian experience shows that it is possible to design a game package that harnesses the beneficial elements of fun, group activity, facilitation, computer simulation and peer competition; with the outcome of stimulating and facilitating people's learning about fanning systems.  相似文献   

3.
4.

In 1997, two organizations, BRAC (Bangladesh Rural Advancement Committee) and ICDDR,B (International Center for Diarrheal Disease Research), as part of their collaborative research model, developed an HIV/AIDS prevention strategy for rural Bangladeshi youth. Currently, HIV/AIDS is not apparent in rural Bangladesh. Other sexual and reproductive health problems are more pressing. Moreover, there are few inor out-of-school sex education programs for adolescents in Bangladesh. Therefore, preliminary qualitative research was conducted to understand the broad parameters of sexual and reproductive health within the sociocultural context of young people's risks and vulnerabilities. Exploratory research revealed that youth were vulnerable to sexual diseases, late-term abortions, sexual violence, reproductive tract infections, and premarital pregnancies. Adolescents and adults thought that youth today need sex education. Adults said that youth should not be educated about condom use because this would conflict with a girl's prospects for an arranged marriage. Bangladeshi youth today are being exposed to experiences unfamiliar to their parents. Lacking appropriate knowledge, information and awareness about sexual and reproductive health unduly heightens young people's fears, and increases their social and sexual vulnerabilities.  相似文献   

5.
This paper presents findings from a focus group study conducted to evaluate The Source, an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered to 133 predominantly African-American and Latino US youth. Ten focus groups were conducted with 43 young people aged 13–18 who played The Source to understand feasibility and acceptability issues and the impact of the game on young people’s attitudes, knowledge, and behaviours. Data were transcribed and analysed for common themes by two independent coders. Four primary themes were identified: (1) the feasibility and acceptability of using an ARG for sexual education; (2) the acceptability of The Source’s specific sexual health content; (3) the game’s influence on sexual health-related knowledge, attitudes, and behaviours; and (4) the impact of the game on young people’s thoughts and responses to sexual orientation and homophobia. Study findings indicate that an ARG is an exciting and interactive way to educate young people on sensitive topics in sexuality education, but that attention to narrative authenticity and effective messaging are important issues to address.  相似文献   

6.
Parent-adolescent communication about sexual health is one strategy to encourage healthy adolescent sexual behaviour. However, this literature has largely overlooked immigrant families. Hmong youth, identified as facing extreme challenges to parent-adolescent communication, are considered. Content analysis was used to examine parent-adolescent communication about sexual health for forty-four pregnant or parenting Hmong adolescent girls. The minority of adolescents recalled an actual conversation about sexual health in their families with mothers most often identified as the source. Their stories reflect discussions about abstinence, puberty, pregnancy, and STIs - with much information being inaccurate. With culture being a recurrent theme, communication was reported to be hindered by cultural traditions, comfort level, applicability, and perceived consequences. The results identify opportunities for culturally-relevant sex education materials in the Hmong community.  相似文献   

7.
Young people in Australia are at greatest risk of contracting sexually transmitted infections, and priority actions are necessary for this population group. This study of marginalised and at-risk young people in out-of-school environments was conducted in Western Australia with the aim of obtaining young people's perceptions about their experience of sexual health education and preferred means of gaining sexual health knowledge and skills. A participatory research methodology was implemented through a series of workshops with 88 young people recruited through community youth agencies. The results of the study support what is already known about sexual health promotion for young people and the importance of a holistic approach to promoting positive relationships and sexual health. However, the findings emphasise that this should include the need for demonstrated trust, confidence and safe environments, and the complementary role of community youth agencies and peer-based programmes which may play an important role in reaching young people who may disengage with, or not be reached by school-based sexual health education.  相似文献   

8.
Choosing a career is one of the most important decisions that youth has to take but many young people find this a hard issue to engage with. Current career counselling practice does not appear very compelling or motivating to young people. Professional games could provide a more engaging and motivating way of acquiring professional awareness and competence for career decision making and learning. We present the design and effects of playing a game that aims to increase career awareness and adaptabilities in youth (13–19 years). In a Randomized Controlled Trial, 93 high school students from Iceland and Romania were asked to carry out career-oriented activities, with half playing an interactive game and the other half performing a paper-and-pencil version of the same activities. The students were compared on career adaptability, career learning and career awareness scores before and after these interventions. Main results show that engaging players in these career-oriented activities has short term effects on outcome scores for career adaptabilities and for perceptions of career learning competences. Students who played the game report significantly faster growth on career adaptabilities that deal with “concern”, “control” and “confidence”. It can therefore be concluded that introducing game-based learning in career decision support for youth is a promising endeavour.  相似文献   

9.
近年来教育游戏产业得以蓬勃发展。教育游戏由于其角色扮演、情境性、互动性等特征成为当前变革教学的重要方式。角色扮演类教育游戏成为学界的研究热点,而且在游戏化学习社区构建、课程设计、学科应用方面进行了卓有成效的探索,但却鲜有从教育游戏中的玩家状态尤其是个体心流体验的角度对教育游戏的学习成效进行研究。立足于这一研究目的,选用一款适合于学生使用的、以安全急救知识为题材的教育游戏,通过构建心流体验与学习效果之间的模型并进行检验分析,结果显示:心流体验与学习结果之间存在显著正相关;游戏频率、游戏经验与心流体验之间存在显著差异;性别、游戏偏好与心流体验之间不存在显著差异。  相似文献   

10.
With the growing emphasis on developing 21st century skills among today’s youth, there is continued optimism about the possibilities granted by increasing access to networked technologies, particularly for encouraging youth to pursue their interests and take ownership of their learning. Yet, research demonstrates the importance of adult support in realizing the promise of achieving these outcomes. Designers of such systems are thus faced with the need to create youth-centered spaces that also provide adult facilitation of learning. This paper presents an adaptation of the traditional heuristic evaluation method which provides designers of online learning systems with a holistic view of how adult learning support is enabled across the system. We describe how the heuristic evaluation method was adapted, and through a case example analyzing one online social learning system used in a middle school context, we demonstrate how it can be used to help identify areas for improvement and promising areas for further research. We also present a framework of heuristics which reflect specific educator learning support roles that have been found to be important for youth learning, particularly for supporting 21st century skills. This work contributes a novel heuristic evaluation method that can help designers of online learning platforms attend not only the experiences of learners, but also to how educators are enabled to support their learning.  相似文献   

11.
This article discusses a 3-year project, "Promotion of Adolescent Reproductive Health and Healthy Living," which was implemented by the Federation of Family Planning Associations, Malaysia. The project seeks to achieve the following: 1) development of a reproductive health of adolescent module (RHAM) for trainers and educators; 2) training of trainers; 3) sharing of adolescent reproductive health experiences in Asian countries; and 4) setting up three service models in Sabah, Selangor, and Terengganu to provide reproductive health (RH) care to adolescents and youth. The first part of the RHAM with the trainer's manual has been finalized and will be tested in a workshop. The second part, a teacher's guide, is under preparation. A series of training on the use of the RHAM will be conducted including a 5-day national workshop, which will be followed by several state level workshops. The three service models being set up have specific orientations. The Sabah model is putting up a youth clinic for adolescents within its clinic network. The Selangor model is developing a Youth Resource Center for training and youth involvement in RH activities. Lastly, the Terengganu family planning association (FPA) has developed a Youth Center web site, which features the history, mission, and activities of the Terengganu FPA.  相似文献   

12.
This mixed-methods research was conducted to understand the impact of learning and player growth in a League of Legends summer camp. Eighteen adolescents engaged in a three-day sleep-over summer camp with various team building activities. Data collected included API metadata from pre- and post-camp as well as semi-structured interview data with youth who attended the camp. Exposing the participants to teamwork methods had a significant impact on changing how players approached competitive game play and engagement in digital environments. In particular, we find that participation in the summer camp led to significant changes in vision score, the most team-focused aspect of the game for which statistics were available. Furthermore, as demonstrated by the qualitative data, evidence suggests youth have an understanding for how teamwork can positively influence peer interactions within digital environments. These findings are important as they demonstrate that teaching team-focused activities can have a significant impact on the players of competitive esports games, and it also implies that the role of teamwork within various digital platforms needs deeper study. Findings indicate that a transfer of learning occurs between physical and digital spaces and that youth recognize the importance of teamwork and team-building activities in digital learning spaces.  相似文献   

13.
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended educational goals, and yielding students who are entertained but who have not acquired any academic skills or knowledge. Our review of standalone educational games has shown that they are not always based on sound educational principles and theories. We contend that, if academic learning is to take place, a new design paradigm must be developed. This article discusses the RETAIN design and evaluation model for educational games that was developed to aide in the evaluation of how well academic content is endogenously immersed and embedded within the game’s fantasy and story context, promoters transfer of knowledge, and encourages repetitive usage to that content becomes available for use in an automatic way.  相似文献   

14.
15.
Adolescents are at increased risk of HIV and sexually transmitted infections (STIs) in the Southern states of the USA, where rates among youth are higher than in the rest of the nation. This paper reports on findings from a pilot study of an HIV prevention intervention that uses interactive theatre to educate young people about sexual health. The intervention was developed in Los Angeles and adapted for testing in the Southern USA, with its legacy of abstinence-based approaches to sexual health education. This study assessed intervention effects among a sample of young people in two public high schools in North Carolina. We used a pre-test, post-test quasi-experimental evaluation design to assess changes in 317 ninth-grade participants' knowledge and attitudes about HIV. At post-test, we found statistically significant increases in participants' HIV knowledge (t = 60.14; p = 0.001), as well as changes in attitudes (χ2 = 8.23; p = 0.042) and awareness (χ2 = 4.94; p = 0.026). Focus group data corroborated an increase in HIV knowledge and a reduction in HIV stigma as successful outcomes of intervention participation. The findings make an important contribution to the literature on theatre-based interventions for sexual health education. Furthermore, they highlight the importance of considering sociocultural and political context in implementing HIV prevention interventions in schools.  相似文献   

16.
ABSTRACT

Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students’ perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by games, and to become digital culture producers; and (ii) the education professionals’ perspective, to use these instruments in schools and thereby change the way students learn. Using a sample of 85 first-year secondary school students, this study aims to provide empirical evidence about the development of creativity through the introduction of video games in the classroom. To do this, an eight-week pedagogical workshop was developed in which the Minecraft video game was introduced in the subject of technology. To assess the results of the workshop, the participants’ creativity was analysed using a pre-test/post-test design through the CREA Creative Intelligence Test, as well as the evaluation of the students’ machinima productions by their teachers. Results show a significant increase in creativity and high scores for machinima productions, highlighting the opportunity to introduce these tools in classrooms in order to develop innovative educational contexts where creative processes and products are the protagonists.  相似文献   

17.
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games (SimCity, The Sims, Spore) present wide ??possibility spaces?? that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.  相似文献   

18.
In several countries, despite considerable opposition to sex and HIV/AIDS education programs, school-based reproductive and sexual health education is gradually gaining ground. It has expanded to include adolescent and sexual health. There exist positive trends and evident changes in the delivery of school-based reproductive and sexual health education. Among these are the following: 1) systemic and deliberate incorporation of adolescent reproductive and sexual health issues in the school curriculum in countries that have UN Population Fund population programs; 2) inclusion of reproductive and sexual health issues in different subjects, which paves the way for their incorporation into the curriculum; 3) continuous improvement in the delivery, content, methodologies and activities of population education, particularly the inclusion of topics concerned with reproductive and sexual health and greater emphasis on the behavioral and skills development; and 4) the growing nongovernmental organization involvement in the provision of reproductive and sexual health education and training. Numerous factors ensure the success of the programs; they are the use of social learning and cognitive behavioral theory and clear mission statements, communication and negotiation practical exercises, values formation, interactive strategy development, effective training, behavior change--particularly with regard to risk-taking behavior, and provision of a supportive environment.  相似文献   

19.
L. Coleman  A. Testa 《Sex education》2013,13(3):293-307
This paper reports sex education preferences from an ethnically diverse sample of 3007 15–18 year olds. Findings are presented on preferred topics, where and from whom young people would like to receive this information. Preferences were centred around learning more about sexual behaviour and sexually transmitted infections (STIs) in particular, and receiving this at school from someone ‘professional’ and of similar age. Females showed a greater preference towards learning about emotions, relationships and contraception, and to having this delivered by someone of the same sex. Of the four main ethnic groups, Black and Asian students generally reported more sex education preferences than White British or White Other students. Black students wanted to learn more about biological issues and cultural issues alongside sexual behaviour and STIs. Black male students reported a greater than average preference towards family‐based information, and interest towards someone of the same ethnic background delivering sex education was also expressed. Asian students reported stronger preferences for more information about STIs and contraception, and wished to keep sex education out of the family household. Implications for sex and relationships education and working with professionals and parents are outlined.  相似文献   

20.
黎明华 《娄底师专学报》2005,(5):108-109,129
篮球比赛中球员必须合理运用各种技战术和身体对抗才能获取更多的得分机会并赢得比赛.运用文献资料法、录像观测法和比较分析法对篮球运动中队员合理运用身体对抗、个人技术和战术创造空间差得分进行了讨论分析,得出空间差是进攻中的不可缺少的重要环节.  相似文献   

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