Using an Interactive Computer Game to Increase Skill and Self-Efficacy Regarding Safer Sex Negotiation: Field Test Results

This article describes the development, field testing, and evaluation of an interactive computer program, "Life Challenge," developed by the New York State Department of Health as a tool for enhancing adolescents' sense of self-efficacy in HIV/AIDS prevention programs. The computer ki...

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Veröffentlicht in:Health education & behavior 1997-02, Vol.24 (1), p.71-86
Hauptverfasser: Thomas, Rosalind, Cahill, John, Santilli, Loretta
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Sprache:eng
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Zusammenfassung:This article describes the development, field testing, and evaluation of an interactive computer program, "Life Challenge," developed by the New York State Department of Health as a tool for enhancing adolescents' sense of self-efficacy in HIV/AIDS prevention programs. The computer kiosks were field tested in 13 sites serving high-risk adolescents. The program uses a time travel adventure game format to provide information and nonthreatening skill practice. Users record and play back their responses as they "negotiate" with their chosen partners. A proof of concept evaluation with analysis of 211 audio responses found that users took negotiating tasks seriously; statistically significant learning gains were achieved on knowledge items and in self-efficacy scores (greatest improvement for those with low baseline self-efficacy levels). Challenges and problems encountered in implementing the project are described, and the potential of using computers for skill practice and educational interventions in health education is explored.
ISSN:1090-1981
1552-6127
DOI:10.1177/109019819702400108