Leveraging Game-Based Learning Technologies to Introduce Adolescents to Health Science Careers During the COVID-19 Pandemic
2021

Using Games to Inspire Teens in Health Science Careers

Sample size: 120 publication 10 minutes Evidence: moderate

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)

10.15695/jstem/v4i4.09

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