R. Thomas et al., USING AN INTERACTIVE COMPUTER GAME TO INCREASE SKILL AND SELF-EFFICACY REGARDING SAFER SEX NEGOTIATION - FIELD-TEST RESULTS, Health education & behavior, 24(1), 1997, pp. 71-86
This article describes the development, field testing, and evaluation
of an interactive computer program, ''Life Challenge,'' developed by t
he New York State Department of Health as a tool for enhancing adolesc
ents' sense of self-efficacy in HIV/AIDS prevention programs. The comp
uter kiosks were field tested in 13 sites serving high-risk adolescent
s. The program uses a time travel adventure game format to provide inf
ormation and nonthreatening skill practice. Users record and play back
their responses as they ''negotiate'' with their chosen partners. A p
roof of concept evaluation with analysis of 211 audio responses found
that users took negotiating tasks seriously; statistically significant
learning gains were achieved on knowledge items and in self-efficacy
scores (greatest improvement for those with low baseline self-efficacy
levels). Challenges and problems encountered in implementing the proj
ect are described, and the potential of using computers for skill prac
tice and educational interventions in health education is explored.