COVIDCampus Game: Making Safer Choices
DOI:
https://doi.org/10.56198/srg4a624Keywords:
covid-19 education, simulations, serious games, augmented reality (AR), interactive STEM education, public service gamesAbstract
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
Conference Proceedings Volume
Section
Categories
License
The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.
Contact: publications@immersivelrn.org