2013
DOI: 10.1016/j.compedu.2013.06.013
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The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting

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Cited by 133 publications
(134 citation statements)
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References 9 publications
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“…Casual games tend to be developed for everyone [17]. Existing research highlights the impact on females aged 30 and above [2].…”
Section: User's Segmentationmentioning
confidence: 99%
“…Casual games tend to be developed for everyone [17]. Existing research highlights the impact on females aged 30 and above [2].…”
Section: User's Segmentationmentioning
confidence: 99%
“…Those who teach are often challenged by colleagues and community members for contradicting African norms, morals, and beliefs (Hsu, 2010). In addition, a lack of systematic training, limited support from relevant authority, limited content and resources, little time allocated, and traditional methods of teaching have also been noted among other factors contributing to ineffective sexual health education programmes for adolescent African students (Ahmed, Flisher, Mathews, Mukoma, & Jansen, 2009;Arnab et al, 2013). Naidoo (2006), for instance, after conducting a qualitative study which intended to examine the effectiveness of sexual education programmes in schools in South Africa, discovered that students were more interested in other exciting interactive teaching methods than only lecturing.…”
Section: Africamentioning
confidence: 99%
“…Research has been conducted to develop games that have these effects in sexual health education. For example, a study conducted by Arnab et al (2013) involving a multi-disciplinary team of researchers from the UK, created SG for adolescent relationships and sexual education. The GBL developed was tested using a cluster randomized controlled trial.…”
Section: The Role Of Gbl In Adolescent Sexual Health Educationmentioning
confidence: 99%
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“…Não existe uma única definição para conceituá-lo, mas várias pesquisas têm utilizado o termo para se referir as ações desenvolvidas utilizando a tecnologia de jogos de computador para servir a outros propósitos do que puro entretenimento, a saber: comunicar, divulgar, instruir e educar [ARNAB, 2013;MACHADO et. al., 2011;VASCONCELLOS, 2013;WATTANASOONTORN et.…”
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