COVIDCampus Game: Making Safer Choices

Authors

  • Mina C. Johnson-Glenberg Psychology Arizona State University
  • Ricardo Nieland Zavala Psychology Arizona State University
  • Hector Taylor Psychology Arizona State University
  • Mehmet Kosa Psychology Arizona State University
  • Apostol Xavier Psychology Arizona State University
  • Hannah Bartolomea Psychology Arizona State University
  • Don Balanzat School of Earth and Space Exploration Arizona State University
  • Jude Rayan Teachers College Columbia University
  • Anoosh Kapadia Computer Science Arizona State University

DOI:

https://doi.org/10.56198/srg4a624

Keywords:

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

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.

Published

20-07-2025

How to Cite

COVIDCampus Game: Making Safer Choices. (2025). Immersive Learning Research - Academic, 1(1), 155-162. https://doi.org/10.56198/srg4a624

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