| Literature DB >> 22383621 |
Yvonne Klisch1, Leslie M Miller, Margaret E Beier, Shu Wang.
Abstract
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.Entities:
Mesh:
Year: 2012 PMID: 22383621 PMCID: PMC3292064 DOI: 10.1187/cbe.11-04-0040
Source DB: PubMed Journal: CBE Life Sci Educ ISSN: 1931-7913 Impact factor: 3.325
Figure 1.Splash page of the N-Squad Web Adventure.
Figure 2.Example of guided inquiry in the N-Squad Web Adventure. An on-screen character guides the player in performing a headspace gas chromatography analysis.
Figure 3.Example of a check for understanding in the N-Squad Web Adventure. Feedback is given after the player chooses the wrong answer.
Figure 4.Screen capture from ADH Attack. After the player clicks “begin game,” alcohol molecules start to move from the capillary into the liver cell. The player's goal is to “attack” (e.g., inactivate) the alcohol molecules with ADH molecules.
Figure 5.Screen capture from Operation: Plastic Brain. The player is asked to assemble a neuron using parts from a “cell bin.”
Figure 6.Screen capture from BAC-O-Meter. The player can estimate BAC by entering his or her gender, weight, servings per hour, and metabolic rate.
Learning objectives covered by the N-Squad Web Adventure
| Learning objectives | In-game activity (example) | Question(s)a | |
|---|---|---|---|
| Episode 1 | Classify alcohol as a depressant based on its effect in the body. | Database search, “Truth or Trash” quiz | 5, 11 |
| Identify organs of the digestive systems and their functions. | “Gut Check”: interactive database and quiz | 6, 12 | |
| Trace the path alcohol takes through the digestive system. | Autopsy | 2, 7 | |
| Describe the role of the liver in alcohol elimination. | Autopsy, histology analysis | 10 | |
| Recognize that alcohol can cause long-term changes in the way the liver functions. | Histology analysis | 8, 9, 15 | |
| Episode 2 | Analyze a blood sample for alcohol (ethanol) using headspace gas chromatography. | Headspace gas chromatographic analysis | 16, 17 |
| Identify organs associated with the absorption, distribution, and elimination of alcohol. | “The Journey”: interactive journey through the body following alcohol molecules | 13, 14 | |
| Comprehend how BAC is related to level of intoxication. | “BAC-O-Meter”: interactive estimation of BAC based on influencing factors | 18–23, 25, 31 | |
| Examine factors that influence BAC. | “BAC-O-Meter”: interactive estimation of BAC based on influencing factors | 1, 26, 27 | |
| Recognize the importance of ADH in alcohol metabolism. | “ADH Attack”: interactive simulation of alcohol metabolism by ADH molecules | 24, 28–30 | |
| Episode 3 | Examine factors that influence alcohol use. | Interactive database search | 32, 33, 36 |
| Investigate the structure and function of a neuron by creating a nerve cell model. | “Operation: Plastic Brain”: neuron reconstruction | 34, 35, 37, 38, 44 | |
| Identify the regions and functions of the brain affected by alcohol. | “Mind Storm”: interactive database of the brain and its functions | 39–41 | |
| Know how the teenage brain and the adult brain differ in their response to alcohol. | “Operation: Plastic Brain”: interactive simulation of the process of “brain wiring” | 3, 42, 43 | |
| Observe how alcohol alters neurotransmission to produce short- and long-term effects. | “Art and Alcoholism”: interactive simulation of the neurotransmission process | 44, 45 | |
| Explore the nature of alcoholism. | “Art and Alcoholism”: interactive simulation of alcohol's effects on neurons | 4, 45, 46 | |
| Interpret data and draw conclusions from a virtual DNA profiling experiment. | DNA fingerprint analysis | — |
aContent knowledge questions that address this learning objective (see Supplemental Material).
Correlations between study variablesa
| 1. | 2. | 3. | 4. | 5. | 6. | 7. | ||
|---|---|---|---|---|---|---|---|---|
| 1. | Pretest | (0.74) | ||||||
| 2. | Posttest | 0.74 | (0.86) | |||||
| 3. | Satisfaction | −0.03 | 0.05 | (0.92) | ||||
| 4. | Usability | 0.30 | 0.31 | 0.09 | (0.66) | |||
| 5. | Pretest science attitudes | 0.21 | 0.18 | 0.34 | 0.16 | (0.71) | ||
| 6. | Posttest science attitudes | 0.17 | 0.19 | 0.47 | 0.17 | 0.73 | (0.74) | |
| 7. | Game experience | 0.16 | 0.10 | -0.02 | 0.08 | 0.12 | 0.05 | (0.56) |
a Reliabilities (1–6: Cronbach's alpha; 7: Spearman-Brown prophecy) on the diagonal. N = 335. Values over r = 0.11 significant at the p < 0.05 level; values over 0.15 significant at the p < 0.01 level.
Regression of posttest content knowledge performance on attitude variables controlling for pretest content knowledge and game experience
| Predictor | Δ | β |
|---|---|---|
| Step 1 | 0.497** | |
| Pretest | 0.70** | |
| Game experience | −0.05 | |
| Step 2 | 0.002 | |
| Pretest | 0.69** | |
| Game experience | −0.06 | |
| Pretest science attitudes | 0.05 | |
| Step 3 | 0.013* | |
| Pretest | 0.67** | |
| Game experience | −0.06 | |
| Pretest science attitudes | −0.01 | |
| Posttest science attitudes | 0.06 | |
| Usability | 0.10* | |
| Satisfaction | 0.03 | |
| Total R2 | 0.512** |
* p < 0.05, ** p < 0.01; n = 335.
Predicting posttest science attitudes with other attitude variables (controlling for pretest science attitudes and game experience)
| Predictor | Δ | β |
|---|---|---|
| Step 1 | 0.53** | |
| Pretest science attitudes | 0.73** | |
| Game experience | −0.04 | |
| Step 2 | 0.06** | |
| Pretest science attitudes | 0.63** | |
| Game experience | −0.02 | |
| Posttest science attitudes | 0.05 | |
| Usability | 0.04 | |
| Satisfaction | 0.25** | |
| Total R2 | 0.59** |
* p < 0.05, ** p < 0.01; n = 335.