Promoting sexuality education through an online interactive game: Reaching youngsters without limits CITE Conference Paper 2014 Samuel Chu1, Alvin Kwan1, Rebecca Reynolds2, Robin Mellecker3, Frankie Tam4, Grace Lee5, Athena Hong6, Ching Yin Leung1 Author Affiliations: 1 Faculty of Education, The University of Hong Kong, Hong Kong SAR, China 2 School of Communication and Information, Rutgers, The State University of New Jersey, New Brunswick, USA 3 Institute of Human Performance, University of Hong Kong, Hong Kong SAR, China 4 FifthWisdom Technology Limited, Hong Kong SAR, China 5 The Family Planning Association of Hong Kong, Hong Kong China 6 School of Nursing, University of Hong Kong, Hong Kong SAR, China Document1 3/24/2016 12:13 AM 1 Abstract This paper describes a project which aims to disseminate correct knowledge and positive attitudes towards sex to teenagers using an interactive game playable on popular interactive platforms such as iPad, Facebook and the web. 1176 junior secondary students (Forms 1-3) from six schools were introduced to the game through on-site game sessions conducted by the research team and members from the Family Planning Association. Pre-and-post tests were conducted to measure the enhancement of students’ knowledge on safe sex. The effectiveness of the game was examined through focus group interviews and surveys. The findings indicate that students’ sex knowledge improved with a medium effect size after playing the game. An increase of positive attitude towards sex and relationships as well as an enhanced awareness of making smart sexual choices were also observed. The contributing factors which make the interactive game successful and insights on how others might replicate the work in other disciplines in the future are addressed. Introduction Growing up in an increasingly complex world, youngsters nowadays are flooded with confusing messages about sexuality, values and morality. While Hong Kong teenagers are becoming more open in sexual attitudes, their sexual knowledge and understanding on the consequences of unprotected sex remains limited (FPAHK, 2011). Proactive measures are needed to help students acquire proper sexual knowledge. Yet, sex education for Hong Kong youngsters is still imminent (Che, 2005). A recent survey involving 134 secondary schools reveal that the average school time spent on sex education programmes in junior secondary level was only three hours. The tight curriculum schedule coupled with a lack of documented policy and teachers not feeling ready to teach sex education are constraints for promoting sex education in schools. (Hong Kong Department of Health, 2014). Sex education should be delivered in a manner that is engaging and culturally and socially relevant to the lives of young people in order to increase uptake and learning. Since playing online games is a massively popular activity among young generation and games also offer ideal platforms for trying out ideas, and experimenting with decision-making in a risk-free environment (Trybus 2014), a pioneer Chinese language interactive game app “Making Smart Choices” (MSC) was co-developed by the Faculty of Education of the University of Hong Kong (HKU), the Family Planning Association of Hong Kong (FPAHK) and FifthWisdom Technology Limited for use on iPad, Facebook, as well as the web to provide easy access to the game and attract the attention of adolescents. While the iPad and the web versions require registration with a student account to a local educational website, the Facebook version was made available for all at https://apps.facebook.com/fpasmartchoices. Game Development Strategy Participatory Design and Usability Studies The game entitled “Making Smart Choices” was developed through a participatory design approach which involves an active role of users in the design process (Reich, 1996) and expertise of different stakeholders to design, develop, and refine the targeted product (Bergold & Thomas, 2012). It also involved the application of usability studies (Budiu 2014; Chu 2007; Neilson 2012) by 17 end-users comprising of 2 project team members and 15 secondary school students and heuristic evaluation (Nielsen, 1994 & 2012) by 6 experienced web evaluators. These studies and evaluations resulted in improvements to the design, user friendliness and Document1 3/24/2016 12:13 AM 2 effectiveness of the game interface. Details of the usability testing can be found in Appendix 1 and questions covered in the heuristic evaluation can be found in Appendix 2. Game Narrative Conceptualization The app consists of five mini-games offering different scenarios for participants to make decisions on love and relationship using virtual characters. The information and values embedded in the game are carefully developed by the Hong Kong Family Association with reference to sex education in the curriculum of the Life and Society subject prepared by the Curriculum Development Council in Hong Kong (Curriculum Development Council, 2010). Each mini-game begins with an introduction to the aims and instructions, followed by one or more scenarios with each of them styled in comic-strips-like animations. The key purposes of the five mini-games are listed as follow: “Love Q&A” - to gain better self-understanding for establishing a healthy love relationship “Intimacy Photo” - to learn to set and maintain intimate boundaries “Escape from Sexual Impulse” - to understand about sexual impulse and considerations in deciding whether to have sex or not “Sorting out Safe Sex Knowledge” - to acquire safe sex knowledge including contraceptives, emergency contraception and prevention of AIDS and sexually transmissible diseases, as well as awareness of self-protection “Rank your Options”– knowledge of options and support services in case of unplanned pregnancy Architectural Design LimeJS, an HTML5 game framework is chosen to develop the iPad, Facebook and Web versions of the game as it allows us to use one single code base for all three different versions. MySOL database was used to record students’ game score. EdConnect from Hong Kong Education City (http://www.hkedcity.net/english/) was utilized for user account management for the IOS and web-based versions of the game. Methodology A series of game sessions and workshops for 1,176 secondary 1 to 3 students (between ages 12-16) in six co-ed schools were conducted in late 2013. To examine whether the game app can enhance students’ safe sex knowledge, pre-test and post-test were embedded at the beginning and at the end of the game. The two tests consist of six identical multiple choice questions drawn from a pool of 12 questions related to safe sex knowledge covered in Stage 4 of the mini-game where students are asked to sort out correct safe sex knowledge. The pre-test appears only once to each student account (i.e. first time player only). The post-test appears when the player completes all mini-games. Students are free to play the game as many times as they wish and the game scores are automatically recorded in the database. The pre-test and the best post-test scores were selected for quantitative analysis. A total of 788 sets of pre-test and post-test scores were collected. Drop-offs are due to incompletion of the entire game, incompletion of the post-test or refusal of students or parents’ consent for using the data for research purposes which resulted in some omission of the data. Document1 3/24/2016 12:13 AM 3 Students’ feedback on the value and effectiveness of the game were collected through questionnaires and focus group interviews. A total of 1,124 questionnaires were collected. Responses on the 6-point Likert-type scales were analyzed using SPSS version 20. A mean score of 3.5 should be seen as neutral. Mean scores of 4.5 and above can be considered clearly favourable; likewise, scores below 2.5 can be considered clearly unfavourable. Ten focus group semi-structured interviews involving a total of 57 students were conducted. The interview data were transcribed. Results To examine the effectiveness of the interactive game in enhancing students’ safe sex knowledge, we first conducted a normality test on the data (n = 788). The results were negative in both Shapiro-Wilk’s test (p < 0.001) and Kolmogorov-Smirnov’s test (p <0.001). Wilcoxon signed ranks test was then applied and the results were summarized in Table 1 below: Table 1. Wilcoxon signed ranks pre-test and post-test scores on safe sex knowledge Post-test Score – Pre-test Score Negative ranks Positive ranks Ties Total n Mean Rank Sum of Ranks 117 437 234 788 237 288 27822 125913 The finding indicates that 437 out of 788 students managed to answer more questions on safe sex correctly after playing the games. The mean scores for the pre-test and post-test are 3.04 and 3.74, respectively. Such an improvement was found to be significant (p < 0.001). The corresponding effect size is 0.477, indicating a medium effect size after playing the game, i.e. more than a medium effect (= 0.3) and close to a large effect (= 0.5). Among the 788 participants, 711 students played the game once, 71 played twice and the remaining 6 students played three times or more. In order to examine whether students can achieve a better score by playing the game twice, the same statistic was applied (n = 71). The mean scores in the pre-test and post-tests are 3.44 and 4.68, respectively. The improvement was significant (p < 0.001) with a large effect size (= 0.678). The survey results (n =1124) shows that on average, students agree that the game is fun and interesting (mean = 4.36). After playing the game, students believed that their ability to make smart choices in relation to love and sex improved (Section 3: mean scores range from 4.54 to 4.66). In particular, a relatively high agreement is observed on items related to a better understanding of the risk of sexual behaviors (item 2.9; mean = 4.89), the importance of coming up with a consensus with their partners when seeking solutions for their problems (item 2.8; mean = 4.79), and the importance of having the awareness and knowledge to protect themselves (item 2.6; mean = 4.76). Similar results were obtained from the focus group interviews, which are evident in the following students’ quotes: “I have learned how to protect myself and how to have safe sex in order to reduce the chance of getting sexually-transmitted diseases”; “This game has changed my previous misconception and attitudes towards sex”. “The scenarios and stimulated conversations in the game are very realistic and can be applied to real life.”; and “I think stage 3 is very meaningful because apart from reminding if we have the ability to handle the consequences of having sex, there are also objects which might increase our desire for sex. For example, sex magazines, and this lets us learn that we can control our desire for sex by considering different factors.” Document1 3/24/2016 12:13 AM 4 Discussion Through the interactive game, students had the opportunities to learn correct knowledge about sex and practice making smart choices on sex and relationships in an interactive and safe environment. Findings from the quantitative data and the preliminary qualitative analysis indicate that students’ experience and feedback on the game is positive. Not only did students’ knowledge on safe sex and prevention of sexual transmission diseases are enhanced, their awareness of self protection and respecting others’ choices are also strengthened. The holistic approach in the game development and the medium of delivery could be possible reasons for the positive outcomes observed in this study. By involving experts, key stakeholders, and partners from Family Planning Association through a participatory design, key content and the game framework were established and assured. With usability testing and heuristic evaluation, important design and improvements of the game were made certain. The collaborative efforts in this study have shown to be critical for the game’s quality assurance. Game-based learning has shown to provide a risk-free and highly engaging environment in which students can learn, experiment, and make decision in stimulated situations (Trybus 2014). It can also provide successful experiences for students. (Betz & Schifano, 2000; Luzzo et al. 1999). In a conservative culture where topics relating to sex is not openly discussed or taught by parents (Chang, 1991; Okazaki 2002), this innovative game-based approach to disseminate sex education is found to be effective. Conclusion “Making Smart Choices” is a pioneer sex education Mobile App with great educational value in promoting correct sex knowledge and promote positive attitudes towards sex and relationship for youngsters. Given that discussions on sex is still taboo in much of the Asian regions and among families with Chinese origins, we see a great value of our game in promoting sex education for teenagers in Mainland China, Macau, Taiwan, and other Chinese speaking teenagers worldwide. Future educational game developers may consider adopting the participatory design approach involving end users, experts and stakeholders in the game development process. “Making Smart Choices” can be translated into different languages and adopted by non-Chinese speaking countries or regions. Being a self-paced and easily accessible learning tool, “Making Smart Choices” can reach adolescents without limits. Acknowledgment We are extremely grateful to the participants and schools for assisting us with this research project. We would also like to acknowledge the government Health Care and Promotion Fund (HCPF) for providing the financial support for this project. Document1 3/24/2016 12:13 AM 5 References Bergold, J., & Thomas, S. (2012). Participatory research methods: A methodological approach in Motion. Qualitative Social Research, 13(1), 191-222. Betz, E. & Schifano, R. (2000). Evaluation of an intervention to increase realistic selfefficacy and interests in college women. Journal of Vocational Behavior, 56, 35–52. Budiu R. Usability testing for mobile is easy. 2014. [cited 2014 May 5]. Available from: http://www.nngroup.com/articles/mobile-usability-testing/ Chang, J. (1991). The Tao of Love and Sex: The Ancient Chinese Way to Ecstasy. New York, NY: Penguin Books Ltd. Che, F. S. (2005). A study of the implementation of sex education in Hong Kong secondary schools. Sex Education, 5(3), 281-294. Chu, S. (2007). Case Study: The Development and Management of the Online Information Literacy Tutorial at the HKUST Library. In Library and the First Year Experience, 45: 241247. National Resources Center, U.S.A. Curriculum Development Council (2010). Life and Society Curriculum Guide (Secondary 13). Hong Kong: Hong Kong Education Bureau Printing Department. FPAHK (2011). Report of Youth Sexuality Study 2011. Hong Kong: FPAHK. Hong Kong Department of Health (2014). Survey of Life Skills-based Education on HIV/AIDS at Junior Level of Secondary Schools in Hong Kong. Hong Kong: Red Ribbon Center. Luzzo, D.A., Hasper, P., Albert, K.A., Bibby, M.A., & Martinelli, E.A., Jr. (1999). Effects of self-efficacy-enhancing interventions on the mathematics/science self-efficacy and career. interests, goals, and actions of career undecided college students. Journal of Counseling Psychology, 46, 233–243. Nielsen, J. (1994). Heuristic evaluations. In: Nielsen J, Mack RL, (Eds). Usability Inspection Methods. New York, NY: John Wiley & Sons, pp. 25-61. Nielsen, J. (2012). Usability 101: Introduction to Usability. Retrieved May 5, 2014, from: http://www.nngroup.com/articles/usability-101-introduction-to-usability/ Okazaki, S. (2002). Influences of culture on Asian Americans’ sexuality. Journal of Sex Research, 39(1), 34-41. Reich, Y., Konda, S. L., Monarch, I. A., Levy, S. N., Subrahmanian, E. (1996). Varieties and issues of participation and design. Design Studies, 17(2), 165-180. Trybus, J. (2014). Game-based learning: What it is, why it works, and where it's going. Retrieved May 27, 2014, from: http://www.newmedia.org/game-based-learning--what-it-iswhy-it-works-and-where-its-going.html Document1 3/24/2016 12:13 AM 6 Appendix 1 Usability Test on HCPF Sex education Game This is a pilot test for evaluating the human-computer interaction design of the HCPF Sex Education Game. Each user is expected to spend no more than 1 hour for the entire test. The users have to run through the entire game without assistance. After the user has completed the objectives of the walk-through test, the observer will ask him/her questions on various areas regarding the gameplay. Walk-through Test They have to speak out their thoughts (“think aloud”) when using the game application and the test observer will observe the user and take notes. The observer will demonstrate to the user how to “think aloud”. When the user forgets, the observer will remind him/her to think aloud (explain why he does certain things, e.g. why he makes a certain selection; saying what he sees, presses, enters). Sequence: 1. Game Launch: The user should launch the game application and watch the opening animation. The user shall start the game using the button at the main menu at his discretion. 2. Login: The user will be given a set of login ID and password for the HKEdCity EdConnect authentication system. The user has to login to the game using this set of credentials. Do not provide assistance unless the user has spent unnecessarily long period of time. Login ID: xxxx Password: xxxx 3. Gender and Character Selection: The user should select his/her gender and character in the game. Do not hint the user. 4. Aim Selection: The user should select his/her aim in the game. Do not hint the user. 5. Pre-Test: The user should answer the 10 questions presented in the test. Do not hint the user. Record the date and time for the pre-test. 6. Stage 1: The user should proceed the character dialogs and answer 4 questions within the time limit. Do not hint the user. 7. Debriefing Page of Stage 1: The user should read and proceed to the next Stage. Do not provide assistance unless the user has spent unnecessarily long period of time. 8. Stage 2: The user should complete the 2 rounds of phototaking. Do not hint the user. 9. Stage 3: The user should explore the rooms and control the desire level bar within the time limit. Do not hint the user. 10. Debriefing Page of Stage 3: The user should read and proceed to the next Stage. Do not provide assistance unless the user has spent unnecessarily long period of time. Document1 3/24/2016 12:13 AM 7 11. Stage 4: The user should complete the 6 questions within the time limit. Do not hint the user. 12. Stage 5: The user should complete the ranking puzzle within the time limit. Do not hint the user. 13. Ending Page: The user should read and proceed to the final result page. Do not provide assistance unless the user has spent unnecessarily long period of time. 14. Post-Test: The user should answer the 10 questions presented in the test. Do not hint the user. Record the date and time for the post-test. 15. About Page: Instruct the user to enter the About Page in case he has not gone through it yet. Questions to the User When the user has completed the walk-through, the observer will ask the user to comment on the following: 1. (Content) Do you find any difficulty in achieving the objectives of the game? 2. (Content) Do the debriefing messages at the end of the stages help you understand more on sex and relationships? 3. (Content) Do you think you have enough time to read and play with the time limit? 4. (Design) Does the game make good use of colour? Is there anyway we can improve? 5. (Design) Is the text in the game appropriately sized and easy to read? Is there anyway we can improve? 6. (Design) Do you find it easy to proceed to the next steps in the game? Is there anyway we can improve? 7. (Technical Issues) Have you discovered or experienced any glitches that make a less satisfactory gaming experience? 8. (Technical Issues) If the user has spent too much time and required observer intervention: What difficulty did you experience in _________ ? 9. Do you have any other comments on the game? Document1 3/24/2016 12:13 AM 8 Appendix 2 Heuristic Evaluation on HCPF Sex education Game Comment Sheet Name of Evaluator: Date: Game Version (Delete as appropriate): iPad / Facebook / Web Browser and Version Used (Facebook or web only): 10 Usability Heuristics for User Interface Design (Nielson, 1994) (http://www.nngroup.com/articles/ten-usability-heuristics/) Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Comments: Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Comments: User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Comments: Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Comments: Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Comments: Document1 3/24/2016 12:13 AM 9 Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Comments: Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Comments: Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Comments: Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Comments: Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. Comments: Other Comments: Document1 3/24/2016 12:13 AM 10