USING AN INTERACTIVE COMPUTER GAME TO INCREASE SKILL AND SELF-EFFICACY REGARDING SAFER SEX NEGOTIATION - FIELD-TEST RESULTS

Citation
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
Citations number
46
Categorie Soggetti
Public, Environmental & Occupation Heath
Journal title
Volume
24
Issue
1
Year of publication
1997
Pages
71 - 86
Database
ISI
SICI code
Abstract
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.