Abstract

We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. TheCovidCampusexperience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were analyzed. Results revealed a significant increase in confidence in asking safety-related questions. Post-play, a significant majority of players listed new actions they would take to increase their safety; players were more agentic in their choices. This game allowed players to go back and replay with different choices, but only 7% chose to replay. Short, interactive desktop games may be an effective method for disseminating information about how to stay safer during a pandemic. The game appeared to positively change most players’ health behaviors related to mitigation of an infectious disease. Designers of interactive health games should strive to create multi-disciplinary teams, include constructs that allow players to agentically make decisions, and to compare outcomes over time.

Highlights

  • This article outlines the evolution of the creation of an interactive simulation-style game for public health

  • The first was the inclusion of multidisciplinary teams

  • They strongly recommend this for health games yet only 42% (68/161) of their reviewed games either explicitly mentioned the use of such teams or implicitly mentioned the involvement of experts, such as, instructional, clinical, and User Experience (UX) designers during game development

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Summary

Introduction

This article outlines the evolution of the creation of an interactive simulation-style game for public health. We represent a highly multidisciplinary team of students, researchers, and professors. The game was made by undergraduate students from three departments with guidance from an epidemiology subject matter expert, a learning scientist, a human factors engineer, a user interface design expert, and a biomedical engineer. The lead author has been designing educational games for over a dozen years using multiple media - either on 2D or in Mixed Reality (Johnson-Glenberg et al, 2014a; Johnson-Glenberg et al, 2014b; Johnson-Glenberg and Megowan-Romanowicz, 2017) or in Virtual Reality (VR) (Johnson-Glenberg, 2018; JohnsonGlenberg et al, 2019; Johnson-Glenberg et al, 2020), with an emphasis on learning via embodiment. The spectrum of augmented to virtual reality is referred to as XR (eXtended Realities)

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