Center for Technology in Teaching and Learning, Rice University, Houston, TX 77005, USA.
CBE Life Sci Educ. 2012 Spring;11(1):94-102. doi: 10.1187/cbe.11-04-0040.
A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science.
一款多媒体游戏被设计为具有双重用途的干预措施,既符合国家科学内容标准,又能向中学生传达关于饮酒后果的知识。第三个目标是通过游戏中的职业角色扮演体验,积极影响青少年对科学的态度。在预测试/延迟后测试设计中,男女中学生在内容知识和对科学的态度方面都取得了显著的进步。这些结果的最佳预测因素是玩家对游戏可用性的评价和对游戏的满意度。结果表明,游戏干预可以成功地教授基于标准的科学内容,针对适合年龄的健康信息,并影响学生对科学的态度。