1,287
Views
9
CrossRef citations to date
0
Altmetric
Articles

Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences

, ORCID Icon, ORCID Icon, , ORCID Icon, & show all
Pages 2392-2410 | Received 08 Jul 2020, Accepted 04 Feb 2021, Published online: 22 Feb 2021

References

  • Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001
  • Annetta, L. A. (2010). The “I’s” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–112. https://doi.org/10.1037/a0018985
  • Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30(December 2019), 100322. https://doi.org/10.1016/j.edurev.2020.100322
  • Barany, A., & Foster, A. (2020). Context, community, and the individual: Modeling identity in a game affinity space. Journal of Experimental Education, 0(0), 1–18. https://doi.org/10.1080/00220973.2020.1740966
  • Bista, S. K., Nepal, S., Paris, C., & Colineau, N. (2014). Gamification for online communities: A case study for delivering government services. International Journal of Cooperative Information Systems, 23(2), 1441002. https://doi.org/10.1142/S0218843014410020
  • Bouchrika, I., Harrati, N., Wanick, V., & Wills, G. (2019). Exploring the impact of gamification on student engagement and involvement with e-learning systems. Interactive Learning Environments, 1–14. https://doi.org/10.1080/10494820.2019.1623267
  • Brown, L. V. (2007). Psychology of motivation. Nova Science Publishers Inc.
  • Chan, J. W. W., & Pow, J. W. C. (2020). The role of social annotation in facilitating collaborative inquiry-based learning. Computers and Education, 147(December 2019), 103787. https://doi.org/10.1016/j.compedu.2019.103787
  • Charsky, D. (2010). From edutainment to serious games: A change in the use of game characteristics. Games and Culture, 5(2), 177–198. https://doi.org/10.1177/1555412009354727
  • Chin, R., & Lee, B. Y. (2008). Analysis of data. In Principles and practice of clinical trial medicine (pp. 325–359). Academic Press/Elsevier. https://doi.org/10.1016/B978-0-12-373695-6.00015-6
  • Chittaro, L., & Buttussi, F. (2019). Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain. International Journal of Human Computer Studies, 127(October 2017), 112–123. https://doi.org/10.1016/j.ijhcs.2018.07.006
  • Chow, C. Y., Riantiningtyas, R. R., Kanstrup, M. B., Papavasileiou, M., Liem, G. D., & Olsen, A. (2020). Can games change children’s eating behaviour? A review of gamification and serious games. Food Quality and Preference, 80(October 2019), 103823. https://doi.org/10.1016/j.foodqual.2019.103823
  • Chu, S. K. W., Kwan, A. C. M., Reynolds, R., Mellecker, R. R., Tam, F., Lee, G., Hong, A., & Leung, C. Y. (2015). Promoting sex education among teenagers through an interactive game: Reasons for success and implications. Games for Health Journal, 4(3), 168–174. https://doi.org/10.1089/g4 h.2014.0059
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative (4th ed.). Pearson Education, Inc.
  • D’Aprile, G., Ligorio, M. B., & Ulloa Severino, A. (2019). How serious games for health enhance empowerment-related patient education: The impact of gender. Technology, Knowledge and Learning, 24(3), 325–340. https://doi.org/10.1007/s10758-017-9344-x
  • De-Marcos, L., Garcia-Cabot, A., & Garcia-Lopez, E. (2017). Towards the social gamification of e-learning: A practical experiment. International Journal of Engineering Education, 33(1), 66–73.
  • DeSmet, A., Thompson, D., Baranowski, T., Palmeira, A., Verloigne, M., & De Bourdeaudhuij, I. (2016). Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? A meta-analysis. Journal of Medical Internet Research, 18(4), e94. https://doi.org/10.2196/jmir.4444
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), Proceedings of the 15th International academic MindTrek conference: Envisioning future media environments, MindTrek 2011 (pp. 9–15). ACM, Inc. https://doi.org/10.1145/2181037.2181040
  • Dorji, U., Panjaburee, P., & Srisawasdi, N. (2015). Gender differences in students’ learning achievements and awareness through residence energy saving game-based inquiry playing. Journal of Computers in Education, 2(2), 227–243. https://doi.org/10.1007/s40692-015-0033-2
  • Ferriz-Valero, A., Østerlie, O., García Martínez, S., & García-Jaén, M. (2020). Gamification in physical education: Evaluation of impact on motivation and academic performance within higher education. International Journal of Environmental Research and Public Health, 17(12), 4465. https://doi.org/10.3390/ijerph17124465
  • Fiellin, L. E., Hieftje, K. D., Pendergrass, T. M., Kyriakides, T. C., Duncan, L. R., Dziura, J. D., Sawyer, B. G., Mayes, L., Crusto, C. A., Forsyth, B. W. C., & Fiellin, D. A. (2017). Video game intervention for sexual risk reduction in minority adolescents: Randomized controlled trial. Journal of Medical Internet Research, 19(9), 1–13. https://doi.org/10.2196/jmir.8148
  • Gray, S. I., Robertson, J., Manches, A., & Rajendran, G. (2019). Brainquest: The use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human Computer Studies, 127(August 2018), 124–149. https://doi.org/10.1016/j.ijhcs.2018.08.004
  • Greenhalgh, S. P. (2020). Influences of game design and context on learners' trying on moral identities. Journal of Experimental Education, 1–18. https://doi.org/10.1080/00220973.2020.1712312
  • Griffin, P., & Care, E. (2015). Assessment and 21st teaching of century skills: Methods and approach. In P. Griffin, & E. Care (Eds.), Assessment and teaching of 21st century skills. Springer. https://doi.org/10.1007/978-94-017-9395-7
  • Haghparast, M., Nasaruddin, F. H., & Abdullah, N. (2014). Cultivating critical thinking through E-learning environment and tools: A review. Procedia – Social and Behavioral Sciences, 129, 527–535. https://doi.org/10.1016/j.sbspro.2014.03.710
  • Haruna, H., Hu, X., & Chu, S. K. W. (2018). Adolescent school-based sexual health education and training : A literature review on teaching and learning strategies. Global Journal of Health Science, 10(3), 172–183. https://doi.org/10.5539/gjhs.v10n3p172
  • Haruna, H., Zainuddin, Z., Mellecker, R. R., Kong, H., Kong, H., Chu, S. K. W., & Hu, X. (2019). An iterative process for developing digital gamified sexual health education for adolescent students in low-tech settings. Information and Learning Sciences, 120(11), 723–742. https://doi.org/10.1108/ILS-07-2019-0066
  • Hassan, M. A., Habiba, U., Majeed, F., & Shoaib, M. (2019). Adaptive gamification in e-learning based on students’ learning styles. Interactive Learning Environments. https://doi.org/10.1080/10494820.2019.1588745
  • Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers and Education, 92–93, 221–236. https://doi.org/10.1016/j.compedu.2015.10.010
  • IBM Corp. (2016). IBM SPSS statistics for windows, version 24.0.
  • Jiang, R., McKanna, J., Calabrese, S., & Seif El-Nasr, M. (2017). Iterative design and testing for the development of a game-based chlamydia awareness intervention: A pilot study. Games for Health Journal, 6(4), 205–216. https://doi.org/10.1089/g4 h.2016.0112
  • Jurgelaitis, M., Čeponienė, L., Čeponis, J., & Drungilas, V. (2019). Implementing gamification in a university-level UML modeling course: A case study. Computer Applications in Engineering Education, 27(2), 332–343. https://doi.org/10.1002/cae.22077
  • Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22(6), 2767–2804. https://doi.org/10.1007/s10639-017-9622-1
  • Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and Academic performance. Simulation and Gaming, 45(6), 769–785. https://doi.org/10.1177/1046878114563662
  • Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: The effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910
  • Lukosch, H., Kurapati, S., Groen, D., & Verbraeck, A. (2017). Gender and cultural differences in game-based learning experiences. Electronic Journal of E-Learning, 15(4), 310–319.
  • Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., Van Ruijven, T., Lo, J., Kortmann, R., & Wenzler, I. (2014). The research and evaluation of serious games: Toward a comprehensive methodology. British Journal of Educational Technology, 45(3), 502–527. https://doi.org/10.1111/bjet.12067
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Mitchell, R., Schuster, L., & Jin, H. S. (2020). Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun? Journal of Business Research, 106, 323–330. https://doi.org/10.1016/j.jbusres.2018.11.022
  • Osunde, J., Bacon, L., & Mackinnon, L. M. (2018). Gender differences and digital learning games – one size does not fit all. In International Conference on gender research (pp. 12–14). https://oro.open.ac.uk/54984/1/ICGR2018.pdf
  • Pallant, J. (2011). SPSS survival manual: A step by step guide to data analysis using SPSS (4th ed.). Allen & Unwin.
  • Pyky, R., Koivumaa-Honkanen, H., Leinonen, A. M., Ahola, R., Hirvonen, N., Enwald, H., Luoto, T., Ferreira, E., Ikäheimo, T. M., Keinänen-Kiukaanniemi, S., Mäntysaari, M., Jämsä, T., & Korpelainen, R. (2017). Effect of tailored, gamified, mobile physical activity intervention on life satisfaction and self-rated health in young adolescent men: A population-based, randomized controlled trial (MOPO study). Computers in Human Behavior, 72, 13–22. https://doi.org/10.1016/j.chb.2017.02.032
  • Rodríguez, I., Puig, A., Tellols, D., & Samsó, K. (2020). Evaluating the effect of gamification on the deployment of digital cultural probes for children. International Journal of Human Computer Studies, 137. https://doi.org/10.1016/j.ijhcs.2020.102395
  • Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020
  • Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers and Education, 144(August 2019), 1–16. https://doi.org/10.1016/j.compedu.2019.103666
  • Sigurdardottir, H., Skevik, T. O., Ekker, K., & Godejord, B. J. (2015). Gender differences in perceiving digital game-based learning: Back to square one? In Proceedings of the European conference on games-based learning; Reading, (pp. 489–496). Reading: Academic Conferences International Limited.
  • Spieler, B., & Slany, W. (2018). Game development-based learning experience: Gender differences in game design. In M. Ciussi (Ed.), Proceedings of the European conference on games-based learning (pp. 616–625). Academic Conferences and Publishing International Limited.
  • Stanculescu, L. C., Bozzon, A., Sips, R. J., & Houben, G. J. (2016). Work and play: An experiment in enterprise gamification Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, 346–358. https://doi.org/10.1145/2818048.2820061
  • Stansbury, J. A., & Earnest, D. R. (2017). Meaningful gamification in an industrial/organizational psychology course. Teaching of Psychology, 44(1), 38–45. https://doi.org/10.1177/0098628316677645
  • Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87(February), 192–206. https://doi.org/10.1016/j.chb.2018.05.028
  • Tirado-Morueta, R., Berlanga-Fernández, I., Vales-Villamarín, H., Guzmán-Franco, M. D., Duarte-Hueros, A., & Aguaded-Gómez, J. I. (2020). Understanding the engagement of elementary school students in one-to-one iPad programs using an adaptation of self-system model of motivational development. Computers in Human Behavior, 105(May 2019), 106224. https://doi.org/10.1016/j.chb.2019.106224
  • Unity Technologies. (2016). Game engine, tools and multiplatform. https://unity3d.com/es/unity
  • van der Linden, A., & van Joolingen, W. (2019). Supporting conceptual change in physics with a serious game. In Y. Cai, v. W. Joolingen, & Z. Walker (Eds.), VR, simulations and serious games for education (pp. 15–26). Springer Nature Singapore Pte Ltd. https://doi.org/10.1007/978-981-13-2844-2_9
  • Vate-U-Lan, P. (2017). The Oxymoron of serious games in eLearning: Gender differences from an internet-based survey in Thailand. International academic conference on teaching, learning and E-Learning in Budapest Hungary 2017 (IAC-TLEl 2017). http://repository.au.edu/handle/6623004553/19818
  • Won, S., Wolters, C. A., & Mueller, S. A. (2018). Sense of belonging and self-regulated learning: Testing achievement goals as mediators. Journal of Experimental Education, 86(3), 402–418. https://doi.org/10.1080/00220973.2016.1277337
  • Yıldırım, İ, & Şen, S. (2019). The effects of gamification on students’ academic achievement: A meta-analysis study. Interactive Learning Environments, 4820. https://doi.org/10.1080/10494820.2019.1636089
  • Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers and Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.