Using Games to Inspire Teens in Health Science Careers
Author Information
Author(s): Randall Spain, Carlos Penilla, Elizabeth Ozer, Robert Taylor, Cathy Ringstaff, James Lester
Primary Institution: North Carolina State University
Hypothesis
Can game-based learning technologies effectively engage adolescents in health science careers during the COVID-19 pandemic?
Conclusion
The Health Quest project successfully adapted game-based learning resources to increase adolescents' interest in health science careers despite the challenges posed by the COVID-19 pandemic.
Supporting Evidence
- Game-based learning can increase student motivation and promote learning through interactive gameplay.
- The Health Quest project adapted its resources to highlight the role of science in public health during the pandemic.
- Focus groups revealed that students were engaged and provided valuable feedback for improving the game.
- Teachers expressed the need for additional support materials to implement the game effectively.
Takeaway
This study shows that using games can help kids learn about health science jobs and get excited about them, even when they have to learn online.
Methodology
The study involved adapting game-based learning resources and conducting virtual focus groups and pilot testing with middle school students.
Limitations
The study faced challenges in conducting in-person focus groups and had to adapt to virtual settings, which may have affected the quality of feedback.
Participant Demographics
Middle school students, including a mix of genders and backgrounds, with a focus on underrepresented groups.
Digital Object Identifier (DOI)
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