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extended-abstract

“Survive the Party”: An Educational Game about Relationships and Consent.

Published:07 November 2022Publication History

ABSTRACT

It is now an unfortunate, yet well-known, fact that approximately 1 in 5 women (∼18%) report lifetime exposure to sexual assault [7]. These statistics, among others, highlight the ever-present need for comprehensive sex education, particularly with regards to consent and relationship norms. Unfortunately, without cohesive or consistent implementation processes for sex education, a highly diverse “patchwork” of sex education laws and practices exist in the United States [3]. In response to these issues, our team decided to make a scenario-based video game to teach incoming college freshmen about common situations that may happen at a college party, and the best ways to handle those situations. ‘Survive the Party’ is a scenario-based experiential learning game where learners play as a ghost that is haunting a college party. The ghost floats around the party and ‘overhears’ various conversations between individuals of different backgrounds, genders, and sexual identities. At certain points in each scenario, the ghost can step in and make decisions about how the scenario should play out. In this paper, we will describe our background research, our targeted learning goals, the game itself, possible applications for our game in educational settings, and finally, opportunities for future work.

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References

  1. Arnab, S., Brown, K., Clarke, S., Dunwell, I., Lim, T., Suttie, N., ... & De Freitas, S. (2013). The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting. Computers & Education, 69, 15-30.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Brown, K., Arnab, S., Bayley, J., Newby, K., Joshi, P., Judd, B., ... & Clarke, S. (2012). Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).Google ScholarGoogle Scholar
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  7. Santelli, J. S., Grilo, S. A., Choo, T. H., Diaz, G., Walsh, K., Wall, M., ... & Mellins, C. A. (2018). Does sex education before college protect students from sexual assault in college?. PloS one, 13(11), e0205951.Google ScholarGoogle ScholarCross RefCross Ref
  8. Shannon, A., Boyce, A., Gadwal, C., & Barnes, T. (2013). Effective practices in game tutorial systems.Google ScholarGoogle Scholar
  9. Wang, X., Talluri, S. T., Rose, C., & Koedinger, K. (2019, June). UpGrade: Sourcing student open-ended solutions to create scalable learning opportunities. In Proceedings of the Sixth (2019) ACM Conference on Learning@ Scale (pp. 1-10).Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Yetik, S. S., Akyuz, H. I., & Keser, H. (2012). Preservice teachers’ perceptions about their problem solving skills in the scenario based blended learning environment. Turkish Online Journal of Distance Education, 13(2), 158-168.Google ScholarGoogle Scholar

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                      • Published in

                        cover image ACM Conferences
                        CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
                        November 2022
                        419 pages
                        ISBN:9781450392112
                        DOI:10.1145/3505270

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                        • Published: 7 November 2022

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