COVIDCampus Game: Making safer choices

Mina C. Johnson-Glenberg, Mehmet Kosa, Don Balanzat, Ricardo Nieland Zavala, Apostol Xavier, Jude Rayan, Hector Taylor, Hannah Bartolomea, Anoosh Kapadia

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This article highlights several game design choices made during the creation of a browser-based game on mitigation strategies for Covid-19. Additionally, it presents a within group comparison of learning gains and self-reported behavioral changes after playing the game. Results show that the short COVIDCampus game has the potential to change college-age players' Covid-19 related mitigation behaviors and it significantly increased players' confidence in asking important health-related questions (Cohen's d=.27). Some implications are discussed.

Original languageEnglish (US)
Title of host publicationProceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021
EditorsDaphne Economou, Anasol Pena-Rios, Andreas Dengel, Heather Dodds, Markos Mentzelopoulos, Alexander Klippel, Kai Erenli, Mark J. W. Lee, Jonathon Richter
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781734899528
DOIs
StatePublished - May 17 2021
Event7th International Conference of the Immersive Learning Research Network, iLRN 2021 - Virtual, Online
Duration: May 17 2021Jun 10 2021

Publication series

NameProceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021

Conference

Conference7th International Conference of the Immersive Learning Research Network, iLRN 2021
CityVirtual, Online
Period5/17/216/10/21

Keywords

  • augmented reality (AR)
  • covid-19 education
  • interactive STEM education
  • public service games
  • serious games
  • simulations

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • Media Technology
  • Education

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