Gamification for Cultivating Social Awareness - A HIV Case · Gamification for Cultivating Social...
Transcript of Gamification for Cultivating Social Awareness - A HIV Case · Gamification for Cultivating Social...
Gamification for Cultivating Social Awareness - A HIV Case
Leung Fee Ming Shannon & Toh Yee Shuen, Kaela
NRP EEEjr01A
Presentation Outline
1. Introductiona. Gamificationb. Human Immunodeficiency Virus
2. Aim and Objectives3. Hypothesis4. Methodology5. Results6. Limitations
Introduction
❖ Past V.S. Present➢ One learning method compared to multiple
❖ Past: long explanations (lectures)❖ Present: variety of ways, usually involving technology
➢ e.g. gamification
Boumová, Viera. "Traditional vs. Modern Teaching Methods: Advantages and Disadvantages of Each." 2008.
Gamification
❖ Definition: the use of game design elements in non-game contexts
❖ Games are familiar to many people
Deterding, S., R. Khaled, L. Nacke, and D. Dixon. "Gamification: Toward a Definition." CHI 2011 Gamification Workshop Proceedings, 2011.
Flatla, D., C. Gutwin, L. Nacke, S. Bateman, and R. Mandryk. "Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements." UIST 2011, 2011.
❖ Factors that make game-based learning more effective➢ They increase engagement➢ They motivate people and reduce fear of failure➢ They improve performance and knowledge
Why Do educational games Help Students Learn? (2017, July 04). Retrieved from https://www.game-learn.com/why-videogames-help-students-learn/
Sitzmann, T. (2011). A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulation Games. Personnel Psychology, 64(2), 489-528. doi:10.1111/j.1744-6570.2011.01190.x
Gamification
77,300,000People have been infected with HIV
"Global HIV & AIDS Statistics - 2018 Fact Sheet." UNAIDS. Accessed January 2, 2019. http://www.unaids.org/en/resources/fact-sheet.
Human Immunodeficiency Virus
❖ A lentivirus❖ Targets CD4 cells (lymphocytes)
➢ Healthy CD4 cell count: 500-1500➢ CD4 cell count of a person with AIDS: <200
"CD4 Count (or T-cell Count)." VA Clinical Public Health Programs: HIV/AIDS. June 21, 2005. Accessed December 28, 2019. https://www.hiv.va.gov/patient/diagnosis/labs-CD4-count.asp.
"What Are HIV and AIDS?" AVERT. November 15, 2018. Accessed December 28, 2019. https://www.avert.org/about-hiv-aids/what-hiv-aids.
Human Immunodeficiency Virus
❖ Causes of the spread➢ Lack of education➢ Lack of money➢ Lack of medical care
Nsamenang, A. Bame (June 1995). Factors Influencing the development of psychology in Sub-Saharan Africa. Bamenda, Cameroon: Taylor and Francis. pp. 61–104.
Susan Hunter, "Black Death: AIDS in Africa", Palrave Macmillan 2003 chapter 2
Sud, Neha. "Health & Education in Africa". International Finance Corporation.
Our Aim
To determine if gamification can raise awareness for HIV
Our Objectives
1. Test the effectiveness of gamification as a learning method; and
2. Determine the type of learner that best suits gamification.
Our Hypothesis
❖ Gamification is able to increase knowledge of HIV❖ Gamification is best suited for visual learners
Creating the Game
❖ Emphasis was on how the game could educate people with regards to how HIV affects the human body
❖ Increase player engagement➢ Levels➢ Time limits➢ Increasing level of difficulty
❖ Easy to play➢ Easy controls
■ Left, right and up arrow keys■ Space bar
Surveys
❖ 2 surveys: pre-game and post-game❖ Pre-Game survey
➢ Prior knowledge of HIV?➢ Kind of learner?
❖ Post-Game survey➢ Current knowledge of HIV?➢ Was the game enjoyable?
Surveys
Pre-Game Survey
Surveys
Pre-Game Survey
Surveys
Post-Game Survey
Surveys
Post-Game Survey
Results
❖ Game was more effective and enjoyable for kinesthetic and visual learners
❖ Participants become more knowledgeable about HIV❖ Most are willing to incorporate gamification into learning
Limitations
❖ Restricted sample size➢ Similar demographics
❖ Effect of the physical environment➢ Unable to standardise it➢ Other distractions could be present
Bibliography
❖ Boumová, Viera. "Traditional vs. Modern Teaching Methods: Advantages and Disadvantages of Each." 2008.
❖ "CD4 Count (or T-cell Count)." VA Clinical Public Health Programs: HIV/AIDS. June 21, 2005. Accessed December 28, 2019. https://www.hiv.va.gov/patient/diagnosis/labs-CD4-count.asp.
❖ Cohen, Myron S., Nick Hellmann, Jay A. Levy, Kevin DeCock, and Joep Lange. "The Spread, Treatment, and Prevention of HIV-1: Evolution of a Global Pandemic." The Journal of Clinical Investigation. April 01, 2008. Accessed January 02, 2019. https://www.jci.org/articles/view/34706.
❖ Deterding, S., R. Khaled, L. Nacke, and D. Dixon. "Gamification: Toward a Definition." CHI 2011 Gamification Workshop Proceedings, 2011.
Bibliography
❖ Flatla, D., C. Gutwin, L. Nacke, S. Bateman, and R. Mandryk. "Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements." UIST 2011, 2011.
❖ "Global HIV & AIDS Statistics - 2018 Fact Sheet." UNAIDS. Accessed January 2, 2019. http://www.unaids.org/en/resources/fact-sheet.
❖ Muntean, C. I. "Raising Engagement in E-learning through Gamification." ICVL 2011, 2011.
❖ Nsamenang, A. Bame (June 1995). Factors Influencing the development of psychology in Sub-Saharan Africa. Bamenda, Cameroon: Taylor and Francis. pp. 61–104.
Bibliography
❖ Sitzmann, T. (2011). A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulation Games. Personnel Psychology, 64(2), 489-528. doi:10.1111/j.1744-6570.2011.01190.x
❖ Sud, Neha. "Health & Education in Africa". International Finance Corporation.
❖ Susan Hunter, "Black Death: AIDS in Africa", Palrave Macmillan 2003 chapter 2
❖ "What Are HIV and AIDS?" AVERT. November 15, 2018. Accessed December 28, 2019. https://www.avert.org/about-hiv-aids/what-hiv-aids.\
❖ Why Do educational games Help Students Learn? (2017, July 04). Retrieved from https://www.game-learn.com/why-videogames-help-students-learn/
Q&A