Leveraging Game-Based Learning Technologies to Introduce Adolescents to Health Science Careers during the COVID-19 Pandemic

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  • Additional Information
    • Availability:
      Journal of STEM Outreach. PMB 0367, 230 Appleton Place, Nashville, TN 37203. e-mail: [email protected]; Web site: https://www.jstemoutreach.org/
    • Peer Reviewed:
      Y
    • Source:
      11
    • Sponsoring Agency:
      National Institute of General Medical Sciences (NIGMS) (DHHS/NIH)
      Health Resources and Services Administration (HRSA) (DHHS), Maternal and Child Health Bureau (MCHB)
    • Contract Number:
      R25OD02188001A1
      UA6MC27378
      T71MC00003
    • Education Level:
      Junior High Schools
      Middle Schools
      Secondary Education
    • Subject Terms:
    • ISSN:
      2576-6767
    • Abstract:
      The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and researchers, whose work focuses on providing students with experiential learning opportunities in the sciences, with the challenge of adapting to virtual and remote models to continue engaging students in STEM learning activities. In this article we describe: 1) the Health Quest project, which centers on the development of technology-rich learning resources to promote middle grade students' interest in health science careers, with a focus on girls and underrepresented racial and ethnic minorities; and 2) how the project has responded to the challenges presented by the COVID-19 pandemic. In Health Quest, through engaging narrative-based learning scenarios, students work with virtual characters to experience health science careers from multiple perspectives. Although originally envisioned for in-person classroom learning, we discuss how the team is adapting the Health Quest Career Adventure Game to remote learning, including highlighting the role science plays in addressing public health outbreaks. We describe new gameplay features that have been added to support career modeling and how we have adapted the core technology underpinning Health Quest to support broad dissemination to meet the project's broader goal of increasing adolescents' interest in and self-efficacy for pursuing health science careers. We conclude with a discussion of how our evaluation strategies have changed from in-person focus groups and testing to an online data collection model and lessons learned.
    • Abstract:
      As Provided
    • Publication Date:
      2022
    • Accession Number:
      EJ1320481