2016
DOI: 10.1016/j.jpag.2015.09.008
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LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education

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Cited by 12 publications
(9 citation statements)
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“…Many times, the games are used to complement the educative practice, being restrictive to the clarifying of doubts, to the knowledge gaps, to interaction and relaxation. The trajectories are previously established, giving an educative-inventive character that proposes conducts of right and wrong considered ideal, or limiting itself to the association question-answer, which indicates a way that is little open to creation and invention (17)(18)(19)(20) . In other experiences, one already identifies formats of games with freer trajectories, in which the production of subjective senses is privileged, in higher or lower intensity, coming closer than the concept of game proposed (21)(22) .…”
Section: Discussionmentioning
confidence: 99%
“…Many times, the games are used to complement the educative practice, being restrictive to the clarifying of doubts, to the knowledge gaps, to interaction and relaxation. The trajectories are previously established, giving an educative-inventive character that proposes conducts of right and wrong considered ideal, or limiting itself to the association question-answer, which indicates a way that is little open to creation and invention (17)(18)(19)(20) . In other experiences, one already identifies formats of games with freer trajectories, in which the production of subjective senses is privileged, in higher or lower intensity, coming closer than the concept of game proposed (21)(22) .…”
Section: Discussionmentioning
confidence: 99%
“…Further, knowledge of problems and solving them concerning the environment were associated with positive behaviors toward the environment (Bamberg and Möser 2007; Hines et al 1987). Educational games or “serious games” that target adults, children, and adolescents convey information to initiate behavioral change and exist for population-specific problems in diverse fields such as education, business, marketing, healthcare, and environmental management (Drummond et al 2017; Gilliam et al 2016; Sawyer 2007). Educational games played in the classroom provide a promising way to deliver behavior-modifying education depending on the content and design of the game (Gilliam et al 2016; Viggiano et al 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Educational games or “serious games” that target adults, children, and adolescents convey information to initiate behavioral change and exist for population-specific problems in diverse fields such as education, business, marketing, healthcare, and environmental management (Drummond et al 2017; Gilliam et al 2016; Sawyer 2007). Educational games played in the classroom provide a promising way to deliver behavior-modifying education depending on the content and design of the game (Gilliam et al 2016; Viggiano et al 2018). There are two major types of mediums used for serious games to convey information: computer- or non-computer based (Lean et al 2006).…”
Section: Introductionmentioning
confidence: 99%
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“…Yousefzadeh, Golmakani, Nameni (2017) concluded in a study that sex education based on religious culture can increase the performance of sex education. Gilliam et al (2016) found in a study that students are very interested in asking questions and participating in sexual discussions and are willing to know about it. Gibson et al (2016) in their study entitled Perceptions and Attitudes of Parents, Students and Teachers towards Sex Education in Schools, addressed the issue of sexual harassment in schools in the United States.…”
Section: Introductionmentioning
confidence: 99%