NHMRC Centre of Research Excellence in Mental Health and Substance Use, National Drug and Alcohol Research Centre, University of New South Wales, Sydney, Australia.
Drug Alcohol Rev. 2018 Apr;37 Suppl 1:S420-S428. doi: 10.1111/dar.12611. Epub 2017 Oct 6.
Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory.
The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male). In the final stage, 281 students (62% female, aged 13-16 years) were randomly allocated to receive a lesson involving Pure Rush or an active control lesson. The lessons were compared in terms of learning outcomes, lesson engagement and future intentions to use illicit drugs.
Students enjoyed playing Pure Rush, found the game age-appropriate and the information useful to them. Both the Pure Rush and the active control were associated with significant knowledge increase from pre to post-test. Among females, multi-level mixed-effects regression showed knowledge gain was greater in the Pure Rush condition compared to control (β = 2.36, 95% confidence interval 0.36-4.38). There was no evidence of between condition differences in lesson engagement or future intentions to use illicit drugs.
Pure Rush is an innovative online drug education game that is well received by students and feasible to implement in schools. [Stapinski LA, Reda B, Newton NC, Lawler S, Rodriguez D, Chapman C, Teesson M. Development and evaluation of 'Pure Rush': An online serious game for drug education. Drug Alcohol Rev 2017].
学习的效果最好是主动的、有趣的并包含反馈。过去的研究表明,严肃游戏是利用这些原则的主要候选者,然而,这种方法在澳大利亚(学校的毒品教育是强制性的)提供毒品教育的潜在好处尚未得到检验。
严肃游戏“Pure Rush”是分三个阶段开发的。首先,与 115 名学生(67%为男性,年龄在 15-17 岁之间)进行了形成性咨询,然后对游戏原型(n=25,68%为男性)进行了可行性和可接受性测试。在最后阶段,281 名学生(62%为女性,年龄在 13-16 岁之间)被随机分配接受包含“Pure Rush”或主动控制课程的课程。从学习成果、课程参与度和未来使用非法药物的意图等方面比较了这两种课程。
学生喜欢玩“Pure Rush”,觉得游戏适合他们的年龄,信息对他们有用。无论是“Pure Rush”还是主动控制,在预测试到后测试之间,知识都有显著增加。在女性中,多层次混合效应回归显示,与对照组相比,“Pure Rush”条件下的知识增益更大(β=2.36,95%置信区间 0.36-4.38)。在课程参与度或未来使用非法药物的意图方面,没有证据表明两种条件之间存在差异。
“Pure Rush”是一款创新的在线毒品教育游戏,深受学生欢迎,在学校实施可行。