Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes

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. T...

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Main Authors: Mina C. Johnson-Glenberg, Megan Jehn, Cheng-Yu Chung, Don Balanzat, Ricardo Nieland Zavala, Xavier Apostol, Jude Rayan, Hector Taylor, Anoosh Kapadia, Hannah Bartolomea
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-05-01
Series:Frontiers in Communication
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fcomm.2021.657756/full
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author Mina C. Johnson-Glenberg
Megan Jehn
Cheng-Yu Chung
Don Balanzat
Ricardo Nieland Zavala
Xavier Apostol
Jude Rayan
Hector Taylor
Anoosh Kapadia
Hannah Bartolomea
author_facet Mina C. Johnson-Glenberg
Megan Jehn
Cheng-Yu Chung
Don Balanzat
Ricardo Nieland Zavala
Xavier Apostol
Jude Rayan
Hector Taylor
Anoosh Kapadia
Hannah Bartolomea
author_sort Mina C. Johnson-Glenberg
collection DOAJ
description 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.
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spelling doaj.art-b52f4ad3cad2432ab5a95adab3c096fd2022-12-21T22:28:55ZengFrontiers Media S.A.Frontiers in Communication2297-900X2021-05-01610.3389/fcomm.2021.657756657756Interactive CovidCampus Simulation Game: Genesis, Design, and OutcomesMina C. Johnson-Glenberg0Megan Jehn1Cheng-Yu Chung2Don Balanzat3Ricardo Nieland Zavala4Xavier Apostol5Jude Rayan6Hector Taylor7Anoosh Kapadia8Hannah Bartolomea9Department of Psychology, Arizona State University, Tempe, AZ, United StatesSchool of Human Evolution and Social Change, Arizona State University, Tempe, AZ, United StatesSchool of Computing Informatics and Decision Systems Engineering, Arizona State University, Tempe, AZ, United StatesSchool of Earth and Space Exploration, Arizona State University, Tempe, AZ, United StatesDepartment of Psychology, Arizona State University, Tempe, AZ, United StatesDepartment of Psychology, Arizona State University, Tempe, AZ, United StatesSchool of Computing Informatics and Decision Systems Engineering, Arizona State University, Tempe, AZ, United StatesDepartment of Psychology, Arizona State University, Tempe, AZ, United StatesDepartment of Psychology, Arizona State University, Tempe, AZ, United StatesDepartment of Psychology, Arizona State University, Tempe, AZ, United StatesWe 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.https://www.frontiersin.org/articles/10.3389/fcomm.2021.657756/fullCovid-19 educationSimulationsserious gamesAugmented Reality (AR)XRinteractive STEM education
spellingShingle Mina C. Johnson-Glenberg
Megan Jehn
Cheng-Yu Chung
Don Balanzat
Ricardo Nieland Zavala
Xavier Apostol
Jude Rayan
Hector Taylor
Anoosh Kapadia
Hannah Bartolomea
Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
Frontiers in Communication
Covid-19 education
Simulations
serious games
Augmented Reality (AR)
XR
interactive STEM education
title Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
title_full Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
title_fullStr Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
title_full_unstemmed Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
title_short Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes
title_sort interactive covidcampus simulation game genesis design and outcomes
topic Covid-19 education
Simulations
serious games
Augmented Reality (AR)
XR
interactive STEM education
url https://www.frontiersin.org/articles/10.3389/fcomm.2021.657756/full
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