Abstract
Anti-doping education is currently at an early stage and there are several needs that must be addressed with respect to the design, implementation, and evaluation of anti-doping education programmes. Firstly, anti-doping education should be based on state-of-art learning pedagogies that will enable effective engagement, learning and retention of the learned material. Secondly, currently there is a lack of such a systematic approach for evaluating the behavior change outcomes of anti-doping educational interventions. Thirdly, there is a lack of other known anti-doping educational interventions that promote a positive approach to doping prevention. Finally, anti-doping educational interventions should incorporate the learning process in the context of new learning technologies that can also facilitate behavior change outcomes.
The aim of this study is to present highlight the importance of anti-doping, conduct a state of the art about serious games design, present an initial design of a serious game for anti-doping education the project, and summarize GAME’s future work.
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Acknowledgement
This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
The authors of this research would like to thank GAME team who generously shared their time, experience, and materials for the purposes of this project.
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Barikoukis, V. et al. (2020). A Serious Game Approach in Mitigating Performance Enhancement Culture in Youth (GAME Project). In: Auer, M., Tsiatsos, T. (eds) The Challenges of the Digital Transformation in Education. ICL 2018. Advances in Intelligent Systems and Computing, vol 916. Springer, Cham. https://doi.org/10.1007/978-3-030-11932-4_68
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