GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications Volume 4, Number 3, 2015 ª Mary Ann Liebert, Inc. DOI: 10.1089/g4h.2014.0059 Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications Samuel Kai Wah Chu, PhD,1 Alvin C.M. Kwan, PhD,1 Rebecca Reynolds, PhD,2 Robin R. Mellecker, PhD,3 Frankie Tam, MSc,4 Grace Lee, MSocSc,5 Athena Hong, PhD,6 and Ching Yin Leung, MA1 Abstract Objectives: A game application, ‘‘Making Smart Choices’’, was developed to fill the gap of limited easy-toaccess resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. Subjects and Methods: Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that 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 = 1176) 12– 16 years of age. Pre- and post-test scores of students’ safer sex knowledge were compared to test the effectiveness of the game. Students’ survey and interviews were analyzed to assess participant feelings and attitudes toward the game. Results: The Wilcoxon Signed-Rank test indicated that students’ sex knowledge (n = 788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in 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 collaborative efforts of different stakeholders, is an effective framework for developing game-based 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. Introduction S ex 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 at the junior secondary school level (12–16 years of age) is limited to an average of 3–4 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 pro- grams in schools.2 The lack of sex education is further confounded by traditional Chinese values that limit discussions about sexual behaviors in the home environment.3,4 Engagement in underage sexual intercourse, unprotected 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 Family Planning Association of Hong Kong including the views of 2934 adolescents, 7 percent of teenage girls and 10 percent of teenage boys (average age, 16.2 years) have experienced sexual intercourse.7 It is remarkable that 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, respectively.7 Among 1 Faculty of Education, The University of Hong Kong, Hong Kong SAR, China. School of Communication and Information, Rutgers, The State University of New Jersey, New Brunswick, New Jersey. 3 Institute of Human Performance, The University of Hong Kong, Hong Kong SAR, China. 4 FifthWisdom Technology Ltd., Hong Kong SAR, China. 5 The Family Planning Association of Hong Kong, Hong Kong SAR, China. 6 School of Nursing, The University of Hong Kong, Hong Kong SAR, China. 2 168 PROMOTING SEX EDUCATION AMONG TEENAGERS the adolescents reporting sexual intercourse experiences, 22.5 percent 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. Since ‘‘Net Generation’’ adolescents are drawn to technology and videogaming, promoting sex education through a game-based learning approach seems promising. In a conservative culture where topics relating to sex are not openly discussed or taught by parents,3,4 the game-based approach may also provide a risk-free, nonthreatening, 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 aims of the development of the interactive game, ‘‘Making Smart Choices’’ (MSC) are: (1) to elicit adolescents’ greater knowledge and awareness about sexually transmitted infection prevention, and (2) to promote knowledgeable decision-making regarding healthy sexual practices in a fun and interactive way. This article describes the development of MSC utilizing game-based learning and the participatory design approach, the application of MSC, and the effectiveness of the game in helping students to acquire safer sex knowledge and to establish healthy attitudes in handling relationships. Methodology of ‘‘MSC’’ Development Strategy: GameBased 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 the iPad (Apple, Cupertino, CA) tablet, the social networking site Facebook, and the Web to enable wide dissemination of the game through social networking and smart devices commonly used by adolescents. Although the Web and iPad (school) versions require registration with a student account to a local educational website, the Facebook and iPad (International) versions are made widely available for all interested adolescents at https://apps.facebook.com/fpasmartchoices and https://itunes .apple.com/us/app/jue-xing-shi-ke-guo-ji-ban/id774628862?mt=8 Acceptability, usability, and utility are three critical dimensions for effective use of technologies in education contexts. 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 outcomes.11 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 that 169 guided the development of the game along with its targeted learning outcomes is presented in Figure 1. As indicated in Figure 1, the game content was designed by experts from the Family Planning Association of Hong Kong 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 Education.14 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 Council15 in Hong Kong. Advanced graphics in the game were created by a software vendor, Fifthwisdom Technology Ltd., specialized in education game development. Usability tests16,17 with the target users (adolescents) were conducted during different phrases of game development. Heuristic evaluation18 conducted by computer science experts and experienced Web users was also included. Game structure The application 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 (Fig. 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 strip–like animations. In each scenario, the player is given a few choices and is required to choose his or 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. The descriptions of mini-games are provided below: Mini-game 1: ‘‘Love Q&A.’’ The goal is to gain a better self-understanding for establishing a healthy love relationship. Description: The player (virtual character) is required to choose his or her desired response from different scenarios, which involve conflicts with love and relationships. Mini-game 2: ‘‘Intimacy Photo.’’ The goal is 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 feelings of the virtual characters with respect to the gestures and physical distance set by the player. Mini-game 3: ‘‘Escape from Sexual Impulse.’’ The goal is 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 the search for the 170 CHU ET AL. FIG. 1. A theoretical framework of game-based approach with participatory design for designing a sex education game. Color images available online at www.liebertonline.com/g4h 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 Safer Sex Knowledge.’’ The goal is 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 or 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.’’ The goal is to be aware of available support services and options in the event of unwanted pregnancies Description: This mini-game begins with the player’s friend carrying an unwanted pregnancy. The player is required to identify various information sources, help, and appropriate options for his or her friend by choosing the icons associated with different sources of assistance such as Family Planning Association, social workers, parents, etc. Figure 3 shows screenshots of the five 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: iPAD, Facebook, and Web-based. MySQL database was used for keeping track of the players’ data and behavior in the game. To minimize workload on the user account management for the iPAD and Web-based versions of the game, a single sign-on solution was integrated into EdConnect from Hong Kong Education City (www.hkedcity.net/ english/). Game evaluation To evaluate the effectiveness and acceptance of the game among teenagers, a series of game sessions for 1176 secondary school students (12–16 years of age) 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 approval. Schools were recruited through convenience sampling. Each game session lasted for approximately an hour, and PROMOTING SEX EDUCATION AMONG TEENAGERS FIG. 2. 171 Key screen shots of the mini-games. Color images available online at www.liebertonline.com/g4h 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 Safer Sex Knowledge.’’ The pre-test was accessible only once for each student account. The post-test 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. In total, 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 were 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 was collected through questionnaires and focus group interviews. In total, 1123 questionnaires were collected. For the purpose of our analysis, a mean score of 3.5 was considered neutral. Mean scores that were higher than 4 were regarded as edging toward positive, whereas mean scores lower than 3 were regarded as edging toward negative feedback. Ten focus group semistructured 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 were analyzed using SPSS version 20 software (IBM, Armonk, NY). To examine the effectiveness of the interactive game in enhancing students’ safer sex knowledge, we first conducted normality tests, the Shapiro–Wilk test and the Kolmogorov–Smirnov test, on the game score data (n = 788) and followed up the analysis with the Wilcoxon Signed–Rank test, a nonparametric 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-Rank test, the means and standard deviations, and effect sizes for pre- and posttest are summarized in Table 1. Among the 788 participants, 711 students played the game once, and 77 played more than once. The difference between pre- and post-test scores for the whole group (the 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 for students who played the game more than once. The mean difference for the two groups was 0.63 and 1.27, respectively. A larger effect size (0.679) was also noted for students who played the game more than once. 172 CHU ET AL. FIG. 3. Screen shots of the five mini-games. Color images available online at www.liebertonline.com/g4h 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 ranged from 4.54 to 4.66). Table 1. Pre-Test and Post-Test Scores on Safer Sex Knowledge of Students Using the Wilcoxon Signed-Rank Test Mean score Student group n Played once 711 More than once 77 All 788 Pre-test Post-test 3.00 3.42 3.04 3.63 4.69 3.74 P Effect size < 0.001 0.449 < 0.001 0.688 < 0.001 0.477 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 the following: ‘‘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/ PROMOTING SEX EDUCATION AMONG TEENAGERS reject others’ [sexual] requests. We can solve problems or reject others through better communication,’’ ‘‘Lots of fun and it can enhance my knowledge of self-protection,’’ and ‘‘It is good to learn by going 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 emphasizes 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 interventions20,21 and effective in handling forceful or threatening actions, thus limiting the chances of sexual coercion.22 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 toward sex and relationships and an awareness of having safer sex practices and making smart sexual choices reported in the surveys and interviews, suggested that participation in the game session could result in positive influences over future decision-making. Games provide a safe, risk-free simulated environment in which students can experiment, play, practice decisionmaking, and test scenarios, with minimal deleterious consequences. MSC is a self-paced learning tool that helps students gain correct knowledge and positive attitudes toward sex in a fun and interactive way. This innovative approach is attractive in a conservative culture, which avoids discussions and topics in reference to sex.4 The results are particularly significant to the population studied given the limited knowledge on healthy sexual behavior among adolescents in Hong Kong and the lack of appealing tools to teach sex education in this vulnerable population. Conclusions The game application 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 toward sex to teenagers using popular platforms such as the 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 have led to positive changes in students’ safer 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 are 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, and Taiwan and other Chinese-speaking teenagers worldwide. 173 A limitation of our study is that we only collected selfreport measures 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 challenging.23 Examining the extent to which MSC can lead to actual behavior changes can be a future research direction. 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 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. Acknowledgments 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 for providing the financial support for this project. Author Disclosure Statement F.T. is an employee of FifthWisdom Technology Ltd. No competing financial interests exist for C.K.W.C., A.C.M.K., R.R., R.R.M., G.L., A.H., and C.Y.L. References 1. Che FS. A study of the implementation of sex education in Hong Kong secondary schools. Sex Educ 2005; 5:281–294. 2. 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Healthy People 2010. Understanding and Improving Health and Objectives for Improving Health. Washington, DC: U.S. Department of Health and Human Services; 2000. 22. Brown K, Arnab S, Bayley J, et al. Tackling sensitive issues using a game-based environment: Serious game for relationships and sex education (RSE). Stud Health Technol Inform 2012; 181:165–171. 23. Schroder KE, Carey MP, Vanable PA. Methodological challenges in research on sexual risk behavior: I. Item content, scaling, and data analytical options. Ann Behav Med 2003; 26:76–103. Address correspondence to: Samuel Kai Wah Chu, PhD Division of Information & Technology Studies Centre for Information Technology in Education Faculty of Education The University of Hong Kong Pokfulam Road Hong Kong SAR, China E-mail: [email protected] This article has been cited by: 1. Mellecker Robin R.. 2015. Hidden Dragon: Research Findings from Asia in Games for Health. Games for Health Journal 4:3, 159-160. 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