Cited As: Chu, S.K.W., Kwan, A., Reynolds, R., Mellecker, R.R., Tam, F., Lee, G., Hong, A., & Leung, C.Y. (in press). Promoting sex education among teenagers through an interactive game: Reasons for success and implications, Games for Health Journal. Promoting sex education among teenagers through an interactive game: Reasons for success and implications Sam Chu1, Alvin Kwan1, Rebecca Reynolds2, Robin R. 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 Corresponding author: Samuel Kai Wah Chu, Ph.D. Associate Professor Head, Division of Information & Technology Studies Deputy Director, Centre for Information Technology in Education Faculty of Education, The University of Hong Kong Pokfulam Road, Hong Kong Tel: (852) 2241-5894 Fax: (852) 2517-7194 E-mail: samchu@hku.hk Article type: Original Research Keywords: Sex education, e-learning, adolescents, game design Abstract Word Count: 235 Word count: 2,908 D:\106751212.doc 10/30/2014 12:26 PM 1 Abstract Objectives: A game app “Making Smart Choices” (MSC) was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes towards sex to teenagers using popular platforms such as iPad, Facebook and the web. Subjects and Methods: Three versions of the game (iOS, Facebook and web-based) were developed using HTML5. A theoretical framework, which involved game-based learning and participatory design approach was used to design, develop, modify and optimize the game for use with secondary school students (n = 1,176) aged 12-16 years. Pre-and-post test scores of students’ safe sex knowledge were compared to test the feasibility of the game. Students’ survey and interviews were analyzed to assess participant feelings and attitudes towards the game. Results: Wilcoxon signed rank test indicated that students’ sex knowledge (n =778) improved with a medium effect size (0.477) after playing the game. An increase in positive attitudes towards sex and relationship, and awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as “interesting”, “interactive”, “informative” and “real-to-life”. Conclusions: We advocate that the participatory design approach, which supports collaboration effects of different stakeholders is an effective framework for developing gamebased learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers. D:\106751212.doc 10/30/2014 12:26 PM 2 Introduction Sex education in Hong Kong has been integrated into primary and secondary educational curriculum for many years, yet efforts to provide quality sex education have been limited and largely unsuccessful.1 A recent survey conducted by the Hong Kong government with 134 secondary schools, indicated that sex education in junior secondary school level (ages 12 - 16) is limited to an average of three to four school hours. Limited time and space for sex education programs coupled with the lack of documented policy, learning and teaching resources as well as ill equipped teachers are constraints for successful sex education programs in schools.2. The lack of sex education is further confounded by traditional Chinese values that limit discussions about healthy sexual behaviors in the home environment.3,4 Engagement in underage sexual intercourse, un-protective sex and limited knowledge of contraceptive methods have become increasingly apparent among youths in Hong Kong.5,6 According to a recent report published by the Hong Kong Family Planning Association including the views of 2,934 adolescents, 7 percent of teenage girls and 10 percent of teenage boys (average age 16.2) have experienced sexual intercourse.7 Remarkably, the mean age of first sex experience for boys and girls was reported to be at the ages of 14.6 and 15.3 years respectively7. Among the adolescents reporting sexual intercourse experiences, 22.5 % had not used contraceptive measures. These sexual behaviors could increase health risks such as the spread of sexually transmitted infections and unwanted pregnancy. Although educational resources for sex education are available, attractive and easily accessible materials specifically tailored for young Hong Kong adolescents remain scarce. The potential to tap into a popular and attractive learning tool appears to be a promising D:\106751212.doc 10/30/2014 12:26 PM 3 educational approach and could be an effective tool in promoting sex education among ‘Net Generation’ adolescents drawn to technology and video gaming. In a conservative culture where topics relating to sex is not openly discussed or taught by parents,3,4 the game-based approach may also provide a risk-free, non-threatening and highly engaging environment in which students can learn, explore, experiment, and make decisions in stimulated situations 8-9. Through this interactive game-based medium, learning potential is maximized.10. The primary aim of this paper is to describe the development of game-based learning using participatory design approach and the application of the developed game “Making Smart Choices” (MSC). Our secondary aims were: 1) elicit adolescents’ greater knowledge and awareness about sexually transmitted infection prevention; 2) promote knowledgeable decision-making regarding healthy sexual practices in a fun and interactive way; 3) test the effectiveness of the game in helping students to acquire safe sex knowledge and to establish healthy attitudes in handling relationships. Methodology “MSC” Development Strategy: Game-based Approach with Participatory Design In order to increase uptake and learning, sex education should be delivered in a manner that is engaging as well as culturally and socially relevant to the targeted population. As social networking has become an increasingly popular activity for Hong Kong adolescents, smart devices and platforms present vast potential in attracting the attention of Hong Kong adolescents. We developed “MSC” for use on iPad, the social networking site Facebook, as well as the web to enable wide dissemination of the game through social networking and smart devices commonly used by adolescents. While the iPad and the web versions require registration with a student account to a local educational website, the Facebook version was D:\106751212.doc 10/30/2014 12:26 PM 4 made widely available for all interested adolescents at https://apps.facebook.com/fpasmartchoices. Acceptability, usability and utility are three critical dimensions for effective use of technologies in education contexts. While acceptability refers to users’ views on the value of technology (or a game) in fostering learning, e.g. whether the game content is relevant and the cost is reasonable, whereas usability relates to the user friendliness and effectiveness of the technology (or game interface) in a given learning context. Utility on the other hand, is relevance of the tasks in relation to the target outcomes11. These three dimensions can be recognized through the application of participatory design approach, a methodology emphasizing the active role of users in the design process12 as well as expertise of different stakeholders to design, develop, and refine the targeted product.13 The theoretical framework which guided the development of the game along with its targeted learning outcomes is presented in Figure 1 below: Figure 1: A theoretical framework of game-based approach with participatory design for designing a sex education game D:\106751212.doc 10/30/2014 12:26 PM 5 As indicated in Figure 1, the game content was designed by experts from the Hong Kong Family Planning Association with experience in developing and disseminating multimedia resources on sex education. Academics with extensive expertise in education and health science were responsible for aligning the game content with targeted learning outcomes. Computer and information science experts provided suggestions on the game framework, game structure and mechanism, thereby contributing to the acceptability and utility of the game. The game was developed with target learning outcomes adopted from the International Technical Guidance on Sexuality Education17. Overall, the information and values embedded into the game messages fall in line with the learning points related to sex education in the curriculum of the Life and Society subject prepared by the Curriculum Development Council18 in Hong Kong. Advanced graphics in the game were created by a software vendor, Fifthwisdom Technology Limited, specialised in education game development. Usability tests14-15 with the target users (adolescents) were conducted during different phrases of game development. Heuristic evaluation16 conducted by computer science experts and experienced web users were also included. Game Structure The app consists of five mini-games offering different scenarios for participants to make decisions using chosen virtual characters. All the mini-games share a similar structure (see Figure 2). 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. In each scenario, the player is given a few choices and is required to choose his/her desired response to the specific scenario. Educational messages relevant to the scenarios and in response to the students’ choices are shown after all scenarios of a mini-game are completed. D:\106751212.doc 10/30/2014 12:26 PM 6 Figure 2: Key screen shots of the mini games The descriptions of mini-games are provided below: Mini-game 1: Love Q&A Goal: To gain a better self-understanding for establishing a healthy love relationship. Description: The player (virtual character) is required to choose his/her desired response from different scenarios, which involve conflicts with love and relationships. Mini-game 2: Intimacy Photo Goal: To set and maintain intimate boundaries and respect the feelings of others. Description: The player is asked to set the maturity of a relationship (e.g. beginning with courtship for a few days) for the virtual characters of opposite sexes. The player then selects a gesture and the physical distance between the two characters. The player takes a photograph by clicking a camera icon. An educational message is displayed and explains the impact and D:\106751212.doc 10/30/2014 12:26 PM 7 feelings of the virtual characters with respect to the gestures and physical distance set by the player. Mini-game 3: Escape from Sexual Impulse Goal: To understand sexual impulse and considerations prior to engaging in sexual behavior. Description: Two virtual adolescents in courtship want to watch a DVD movie at home. In search for the misplaced DVD, the player is required to click on different objects in the living room and bathroom. When the objects are selected by the player, the character’s impulse for sex increases or decreases depending on what kind of object is chosen. For example, the entertainment magazine with photos of sexy images on the bathroom floor increases the impulse whereas watermelon in the living room decreases the desire for sex. The objective of the mini-game is for the player to maintain a medium level of sexual impulse. Mini-game 4: Sorting out Safe Sex Knowledge Goal: To acquire safer sex knowledge including contraceptives, prevention of sexually transmissible infections, and awareness of self-protection. Description: In this mini-game, the player is required to identify correct sex knowledge or advice suggested by his/her Internet friends by clicking the “like” icon. If the player liked advice that was incorrect an instant message is displayed with an explanation of why the advice is incorrect. Mini-game 5: Rank Your Options Goal: To be aware of available support services and options in the event of unwanted pregnancies Description: This mini-game begins with the players’ friend carrying an unwanted pregnancy. The player is required to identify various information sources, help, and appropriate options D:\106751212.doc 10/30/2014 12:26 PM 8 for his friend by choosing the icons associated with different sources of assistance such as Family Planning Association, social workers, parents, etc. Figure 3: Screenshots of the 5 mini-games Architectural Design LimeJS, an HTML5 game framework used for building games for modern touchscreens and desktop browsers, was chosen as the basis for the development of MSC. A single code base was used for all three different versions of the game, iOS, Facebook and web-based version. MySQL database was used for keeping track of the players’ data and behavior in the game. D:\106751212.doc 10/30/2014 12:26 PM 9 To minimize workload on the user account management for the iOS and web-based versions of the game, a single sign-on solution was integrated into EdConnect from Hong Kong Education City (http://www.hkedcity.net/english/). Game Evaluation To evaluate the effectiveness and acceptance of the app among teenagers, a series of game sessions for 1,176 secondary school students (ages 12-16) in six co-ed schools were conducted. Prior to data collection and analysis, informed consents were sought from both the parents and students, and the institutional board granted ethics. Schools were recruited through convenience sampling. Each game session lasted for approximately an hour and participation was voluntary. Students were allowed to play as many times as they liked in the game session. Pre-test and post-test were embedded at the beginning and at the end of the game. Each test consisted of six identical multiple choice questions drawn from a pool of 12 questions related to safer sex knowledge that are covered in the mini-game, “Sorting out Safe Sex Knowledge”. The pre-test was accessible only once for each student account. The posttest appeared once the player completed all five mini-games. Once the tests were complete, the test scores were automatically recorded into the database. For students who played the game more than once, their highest post-test scores were used for analysis. A total of 788 sets of pre-test and post-test scores were collected. The total number is smaller than the actual number of students who played the game because data from students who did not submit their consent forms was excluded in the analysis and some students did not complete the post-test at the end of the game. 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. For the purpose of our analysis, a mean score of 3.5 was considered neutral. Mean scores that D:\106751212.doc 10/30/2014 12:26 PM 10 were higher than 4 were regarded as edging toward positive, while mean scores lower than 3 were regarded as edging toward negative feedback. Ten focus group semi-structured interviews involving a total of 57 students were conducted. The interview data were transcribed and common themes and quotes were recorded. Data Analysis Means and standard deviations were calculated and reported for all variables. Data was analyzed using SPSS version 20. To examine the effectiveness of the interactive game in enhancing students’ safer sex knowledge, we first conducted normality tests, Shapiro-Wilk’s test and Kolmogorov-Smirnov test on the game score data (n = 788) and followed up the analysis with Wilcoxon signed ranks test, a non-parametric test, as questionable normality of data was found. We calculated the effect size by dividing the Z score by the square root of the sample size: r = Z/sqrt(N). We used the standard values for r 0.1, 0.3 and 0.519 to substantiate our results. Results The results of the Wilcoxon signed ranks test, the means, standard deviations as well as affects size for pre and post-test are summarized in Table 1. Table 1: Pre-test and post-test scores on safer sex knowledge of students using Wilcoxon signed ranks test Student group n Mean pretest score Played once 711 3.00 3.63 <.001 0.449 More than once 77 3.42 4.69 <.001 0.688 All 788 3.04 3.74 <.001 0.477 D:\106751212.doc 10/30/2014 12:26 PM 11 Mean posttest score p Effect size Among the 788 participants, 711 students played the game once, 77 played more than once. Difference between pre and post-test scores for the whole group (group that played once + the group that played more than once) was significant (p <0.001) with a medium effect size of 0.477. The result indicates that a relatively larger improvement in the mean scores was found on students who played the game more than once. The mean difference for the two groups is 0.63 and 1.27, respectively. A larger effect size (0.679) is also noted for students who played the game more than once. Key results of the survey supplemented with quotes from the student interviews are shown below. On average, students agreed that the game was 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), For instance, a student said, “I find out that there are a lot to be considered before having a decision on having sex, for example, my family…and many other factors,” and another student reported, “I’ve learned that I shouldn't be affected by others easily. I have to think carefully before taking any actions, even though friends around me have had sex before”. A relatively high agreement was also 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). Corresponding quotes from students include: “I have learned how to protect myself and how to have safer sex in order to reduce the chance of getting sexually-transmitted infections”, “Through this game, I have learned how to response/reject others’ (sexual) requests. We can solve problems or reject others through better communication”, “Lots of fun and it can enhance of my knowledge of self-protection” and “It is good to learn by going D:\106751212.doc 10/30/2014 12:26 PM 12 through different scenarios in the game so that we know what we should do if we encounter similar situations in the future.” Discussion The participatory design, which emphases the active role and collaboration of key stakeholders used in this study enhanced acceptability, usability and utility of the MSC game. These components of the theoretical framework are critical for effective application of technologies in education contexts. Collaboration of stakeholders has been shown to be useful in promoting health communication interventions21, 22 and effective in handling forceful or threatening actions limiting the chances of sexual coercion.23 For this project, collaborators included an interdisciplinary team of researchers, experts and community partners with varied expertise in education, health and wellness, sex education and game development. This collaboration of a wide range of experts, stakeholders and partners facilitated important design improvements on the game interface, mechanism, and game instruction for students. The preliminary findings indicate that many students discussed the game experience in positive terms. Students’ favorable perception of the game as well as an increase in positive attitudes towards sex and relationships, and awareness of having safer sex practices and making smart sexual choices reported in the surveys and interviews suggested that participation of the game session could result in positive influences over future decisionmaking. Games provide a safe, risk-free simulated environment in which students can experiment, play, practice decision-making, and test scenarios, with minimal deleterious consequences. “MSC” is a self-paced learning tool that helps students gain correct knowledge and positive attitudes towards sex in a fun and interactive way. This innovative approach is attractive in a D:\106751212.doc 10/30/2014 12:26 PM 13 conservative culture, which avoids discussions and topics in reference to sex.4 The results are particularly significant to the studied population given the limited knowledge on healthy sexual behavior amongst adolescents in Hong Kong and the lack of appealing tools to teach sex education in this vulnerable population. Conclusion The game app MSC was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes towards sex to teenagers using popular platforms such as iPad, Facebook and the web. This pioneer Chinese language interactive game on sex education has been well received among Hong Kong adolescents since its introduction. The game-based affordances of this game has led to positive changes in students’ safe sex knowledge (particularly in those who repeat gameplay), with student responses indicating a link between gameplay and potential for behavior change. Given that discussions on sex is still taboo in much of the Asian regions and among families with Chinese origins, there is great potential for the “MSC” game in promoting sex education for teenagers in Mainland China, Macau, Taiwan, and other Chinese speaking teenagers worldwide. A limitation of our study is that we only collected self-report measure on students’ perceived usefulness of the game for sex education as assessing sex behavior change using objective assessment tools is outside the scope of our current study and is noted to be challenging24. Examining the extent to which “MSC” can lead to actual behavior changes is warranted. Future educational game developers may consider adopting the participatory design approach involving end users, experts and stakeholders in the game development process. The current version of “MSC” was developed for the Hong Kong population. Translation into other D:\106751212.doc 10/30/2014 12:26 PM 14 languages and adaption of the game content according to the laws and culture of particular countries would widen the outreach into non-Chinese speaking countries/regions. Acknowledgment We are grateful to the participants and schools for assisting us with this research project. We would also like to acknowledge the government’s Health Care and Promotion Fund (HCPF) for providing the financial support for this project. Author Disclosure Statement No competing financial interests exist. D:\106751212.doc 10/30/2014 12:26 PM 15 References 1. Che FS. A study of the implementation of sex education in Hong Kong secondary schools. Sex Educ 2005;5(3):281-94. 2. Hong Kong Department of Health. 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