Abstract

Illness, death, and bereavement are present in every family’s story, yet not every undergraduate student has experienced them directly. Family Science instructors should seek creative ways to help students understand complex dynamics of families during these crises. That Dragon, Cancer is a narrative video game immerses users in the story of Joel Green and his family during their four-year battle with juvenile cancer. We present findings of a qualitative study of undergraduate students who played That Dragon, Cancer during a course module on death and bereavement. Participants reported that the game was a unique learning experience that illustrated course concepts effectively. We discuss possible barriers to the use of video games in the classroom and give recommendations for overcoming them.

Full Text
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