The purpose of this study was to investigate the efficacy of a digital game-based course to build domain knowledge and social emotional competencies of empathy and compassion in adolescents. The study used a digital game with an accompanying course which was administered to 201 participants between ages 13-18 across United Arab Emirates (UAE) and India. Standardized self-reports were used to score participants on measures of knowledge and attitudes, empathy, and compassion before and after the intervention. Mixed analyses of variance were conducted with 1 between-subjects factor (gender) and 1 within-subjects factor (time) to determine the impact of the intervention, followed by post hoc -tests. Increased effects of intervention were obtained for both knowledge and social emotional learning in both UAE and India. Specifically, there was a significant increase in awareness of migration and refugees in both India ( < 0.001) and UAE ( < 0.001). Interesting effects of gender were seen in which females in both countries showed increases in compassion from others ( < 0.05). This study opens a new window in game-based learning. The design of a structured course with learning outcomes that are centered around a digital game establishes its potential to create engaging and accessible solutions to simultaneously build domain knowledge and social-emotional competencies in adolescents.
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http://dx.doi.org/10.1089/g4h.2021.0138 | DOI Listing |
Anat Sci Educ
January 2025
Faculty of Engineering, University of Porto, Porto, Portugal.
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style.
View Article and Find Full Text PDFBioengineering (Basel)
December 2024
Department of Psychiatry, School of Medicine, Keimyung University, Daegu 42601, Republic of Korea.
Mobile-based digital interventions for children with attention-deficit hyperactivity disorder (ADHD) have been developed to alleviate their symptoms. When developing mobile game-based digital interventions for ADHD treatment, it is important to research how the emotional responses of the target audience members-based on flashy visuals or difficulty adjustments to motivate the user-affect their content manipulation ability. This study performed a correlation analysis to examine the impact of perceived difficulty and enjoyment (interest) on the performance of children diagnosed with ADHD while engaging in game-based digital content.
View Article and Find Full Text PDFChildren (Basel)
December 2024
School of Social Work, University of Missouri, Columbia, MO 65211, USA.
This study systematically reviewed research on the use of digital game approaches for the prevention, assessment, and treatment of substance use and positive development in adolescents. : This study aimed to identify and summarize gaps in the published literature on game-based digital interventions for substance use and positive development for adolescents through a systematic review. : Following PRISMA guidelines, 26 studies were selected for final analysis from an initial screening of 1601 references.
View Article and Find Full Text PDFAnat Sci Educ
January 2025
ToNIC, Toulouse NeuroImaging Center, INSERM, UPS, ENVT, Université de Toulouse, Toulouse, France.
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to evaluate the effectiveness of a digital escape room in teaching veterinary anatomy to first-year students at the Toulouse Veterinary School.
View Article and Find Full Text PDFSci Rep
January 2025
Nunaps Inc., Seoul, Korea.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.
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