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PR:EPARE: Developing
      Practitioner and Student
 Motivation in Relationship and
Sex Education (RSE) through a
       Game Based Approach.
             Samantha Clarke
              Sylvester Arnab
                Alex Woolner
SEX
Overview

• PR:EPARE
  Serious Game
  for RSE
• Positive
  Relationships:
  Eliminating
  Pressure &
  coercion from
  Adolescent
  Relationships
Introduction
• Funding from the Health Innovation &
  Education Cluster (HIEC) West Midlands
  (South)
  – part of the NHS confederation in the UK
• Proposed development & evaluation of a
  serious game for RSE using an
  intervention mapping approach
  (Bartholomew et al., 2011)
• Iterative process for health promotion
• Theory & evidence and stakeholders
• Evaluation and implementation
Introduction
• Aim: to develop and evaluate an interactive
  intervention object that addressed an identified
  need in RSE
  – Met the needs of stakeholders
  – Involved end-users and stakeholders in the
    development
  – Drew on the theory and evidence base to maximise
    the likelihood that the intervention would have a
    positive impact on identified outcome measures


• Rapid systematic literature review
  – Sex education can be effective when it is
    multi-faceted
  – Limits of a single Serious Game
Game development
• Brown, Bayley & Newby (2012)
• Stakeholder groups
  – Professionals
  – 4 x young peoples’ groups
• Identified sexual coercion as a major issue
  for young people
• More literature review to identify factors
  that predict experience of coercion
  – Cultural, environmental, previous abuse
  – Interested in psychological predictors
Change objectives & methods
• Expect there to be negative consequences of
  allowing unwanted sexual advances to continue
  – Provide information about and depict the possible
    negative consequences
• Identify the nature and levels of sexual coercion
  – Give feedback on identification of situations as
    coercive or not (include a range of natures and levels
    to consider)
• Recognise self as at potential risk of sexual
  coercion
  – Encourage thinking about how common coercion
    can be in its different forms and levels
Matrices of change examples
Application in a game concept
• Full game concept developed in
  collaboration with SASH colleagues
• Interpreted into gaming techniques
• Part 1 – game show quiz
  – Scenarios around what is coercion?
  – Yes, no, maybe responses
• Part 2 – first person role play
  – Scenario 1 - Play role of coerced
  – Scenario 2 - Play role of person being
    coercive
Game demo
Design


• Two factors to consider:

• Participatory Design

• User Research….Who are the users?

• Where does the motivation lie?
Design Breakdown


• Practitioner Centred Design:
Lesson planning, Time Management, Group Discussion, Control of
Scenarios, Fits with technology available (Smartboards), Score
(Evaluation)
• Student Centred Design
Combination of 3D and 2D Graphics, Game show Narrative, Audio,
Group play or solo play encouraging open communication, Competitive
element for motivation,

Treat them like adults….
Design Hurdles?
                 Where to start….

• The Participatory Approach..

• Constraints….
• Time, Budget, Team, Ideals…

• Attitudes to Sex Education
• Culture, Religion, Ethics, Upbringing, Curriculum
.
Evaluation design
• Study 1 small-scale cluster randomised
  controlled trial based on part1 of game
  only (N=505) – 17 clusters (7 control; 10
  game)
• Study 2 pre-post evaluation study based
  on whole game (N=257)
• Participants were male and female
  secondary school students in
  Warwickshire and the West Midlands
• In school year 9, aged13-14 years
Scale refinement
• 16 measures aligned with change objectives
• Exploratory factor analysis – 5 underlying
  factors – but items only loaded onto 3
• Confirmatory factor analysis – forced 3
  factor solution and varimax rotation
  – Factor 1 – confidence to recognise and act
  – Factor 2 – knowledge and positivity towards
    saying no/others saying no
  – Factor 3 – understanding of personal risk and
    consequences
Findings study 1

• 2 (time) x 2 (condition) mixed MANOVA
  – Significant main effect of time F[3,501]=2.847,
    p=0.037, ŋp2=.0.17
  – Significant time x condition interaction
    F[3,501]=15.306, p<.001, ŋp2=.0.84


• Lower score represents greater
  psychological preparedness for coercion
Findings study 1 (factor 1)
Findings study 1 (factor 2)
Findings study 1 (factor 3)
Findings study 2
• Repeated measures MANOVA comparing
  pre-post scores amongst a 2nd cohort of
  game players.
• Picture mixed – nothing significant relating
  to confidence to recognise & act
• Reduction in positivity around refusal
• Increase in understanding of personal risk
  and consequences
Discussion
• Somewhat mixed picture emerging
  – Confidence to recognise coercion and act – some
    evidence that there’s a positive effect from the
    CRCT study 1 (both conditions) plus null finding in
    study 2
  – Knowledge and positive attitudes towards saying
    no/others saying no – evidence is concerning -
    control does better than game in CRCT initial study
  – Understanding personal risk and consequences
    – findings from both studies show significant for
    improvements
Conclusions and next steps
• There are some positive outcomes in
  relation to impact of game on psychological
  preparedness for dealing with coercion
• There’s a need for further exploration – this
  was early beta testing
• The next stages need to examine the
  impact of participatory design on motivation.
• What Design elements worked?
• PR:EPARe is being deployed in Coventry
  and Warwickshire area.
Thanks for listening!

    samantha@sgs-lab.com

www.seriousgamesinstitute.co.uk

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PR:EPARe: Developing Practitioner and Student Motivation in Relationship and Sex Education (RSE), through a Game Based Learning Approach

  • 1. PR:EPARE: Developing Practitioner and Student Motivation in Relationship and Sex Education (RSE) through a Game Based Approach. Samantha Clarke Sylvester Arnab Alex Woolner
  • 2. SEX
  • 3. Overview • PR:EPARE Serious Game for RSE • Positive Relationships: Eliminating Pressure & coercion from Adolescent Relationships
  • 4. Introduction • Funding from the Health Innovation & Education Cluster (HIEC) West Midlands (South) – part of the NHS confederation in the UK • Proposed development & evaluation of a serious game for RSE using an intervention mapping approach (Bartholomew et al., 2011) • Iterative process for health promotion • Theory & evidence and stakeholders • Evaluation and implementation
  • 5. Introduction • Aim: to develop and evaluate an interactive intervention object that addressed an identified need in RSE – Met the needs of stakeholders – Involved end-users and stakeholders in the development – Drew on the theory and evidence base to maximise the likelihood that the intervention would have a positive impact on identified outcome measures • Rapid systematic literature review – Sex education can be effective when it is multi-faceted – Limits of a single Serious Game
  • 6. Game development • Brown, Bayley & Newby (2012) • Stakeholder groups – Professionals – 4 x young peoples’ groups • Identified sexual coercion as a major issue for young people • More literature review to identify factors that predict experience of coercion – Cultural, environmental, previous abuse – Interested in psychological predictors
  • 7. Change objectives & methods • Expect there to be negative consequences of allowing unwanted sexual advances to continue – Provide information about and depict the possible negative consequences • Identify the nature and levels of sexual coercion – Give feedback on identification of situations as coercive or not (include a range of natures and levels to consider) • Recognise self as at potential risk of sexual coercion – Encourage thinking about how common coercion can be in its different forms and levels
  • 9. Application in a game concept • Full game concept developed in collaboration with SASH colleagues • Interpreted into gaming techniques • Part 1 – game show quiz – Scenarios around what is coercion? – Yes, no, maybe responses • Part 2 – first person role play – Scenario 1 - Play role of coerced – Scenario 2 - Play role of person being coercive
  • 11. Design • Two factors to consider: • Participatory Design • User Research….Who are the users? • Where does the motivation lie?
  • 12. Design Breakdown • Practitioner Centred Design: Lesson planning, Time Management, Group Discussion, Control of Scenarios, Fits with technology available (Smartboards), Score (Evaluation) • Student Centred Design Combination of 3D and 2D Graphics, Game show Narrative, Audio, Group play or solo play encouraging open communication, Competitive element for motivation, Treat them like adults….
  • 13. Design Hurdles? Where to start…. • The Participatory Approach.. • Constraints…. • Time, Budget, Team, Ideals… • Attitudes to Sex Education • Culture, Religion, Ethics, Upbringing, Curriculum .
  • 14. Evaluation design • Study 1 small-scale cluster randomised controlled trial based on part1 of game only (N=505) – 17 clusters (7 control; 10 game) • Study 2 pre-post evaluation study based on whole game (N=257) • Participants were male and female secondary school students in Warwickshire and the West Midlands • In school year 9, aged13-14 years
  • 15. Scale refinement • 16 measures aligned with change objectives • Exploratory factor analysis – 5 underlying factors – but items only loaded onto 3 • Confirmatory factor analysis – forced 3 factor solution and varimax rotation – Factor 1 – confidence to recognise and act – Factor 2 – knowledge and positivity towards saying no/others saying no – Factor 3 – understanding of personal risk and consequences
  • 16. Findings study 1 • 2 (time) x 2 (condition) mixed MANOVA – Significant main effect of time F[3,501]=2.847, p=0.037, ŋp2=.0.17 – Significant time x condition interaction F[3,501]=15.306, p<.001, ŋp2=.0.84 • Lower score represents greater psychological preparedness for coercion
  • 17. Findings study 1 (factor 1)
  • 18. Findings study 1 (factor 2)
  • 19. Findings study 1 (factor 3)
  • 20. Findings study 2 • Repeated measures MANOVA comparing pre-post scores amongst a 2nd cohort of game players. • Picture mixed – nothing significant relating to confidence to recognise & act • Reduction in positivity around refusal • Increase in understanding of personal risk and consequences
  • 21. Discussion • Somewhat mixed picture emerging – Confidence to recognise coercion and act – some evidence that there’s a positive effect from the CRCT study 1 (both conditions) plus null finding in study 2 – Knowledge and positive attitudes towards saying no/others saying no – evidence is concerning - control does better than game in CRCT initial study – Understanding personal risk and consequences – findings from both studies show significant for improvements
  • 22. Conclusions and next steps • There are some positive outcomes in relation to impact of game on psychological preparedness for dealing with coercion • There’s a need for further exploration – this was early beta testing • The next stages need to examine the impact of participatory design on motivation. • What Design elements worked? • PR:EPARe is being deployed in Coventry and Warwickshire area.
  • 23. Thanks for listening! samantha@sgs-lab.com www.seriousgamesinstitute.co.uk

Hinweis der Redaktion

  1. Experience of sexual coercion is related to increased sexual risk-taking, increased diagnosis of STI and increased rates of unwanted or unintended pregnancy.
  2. Good internal reliability – Cronbach’s alphasGood split-half reliability