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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Format: | Article |
Language: | English |
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Frontiers Media S.A.
2021-05-01
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Series: | Frontiers in Communication |
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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. |
first_indexed | 2024-12-16T14:05:44Z |
format | Article |
id | doaj.art-b52f4ad3cad2432ab5a95adab3c096fd |
institution | Directory Open Access Journal |
issn | 2297-900X |
language | English |
last_indexed | 2024-12-16T14:05:44Z |
publishDate | 2021-05-01 |
publisher | Frontiers Media S.A. |
record_format | Article |
series | Frontiers in Communication |
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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