Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results

This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent's Volc...

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Main Authors: L. Mani, P. D. Cole, I. Stewart
Format: Article
Language:English
Published: Copernicus Publications 2016-07-01
Series:Natural Hazards and Earth System Sciences
Online Access:http://www.nat-hazards-earth-syst-sci.net/16/1673/2016/nhess-16-1673-2016.pdf
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spelling doaj-ad36d40e5611402c8a552b6c238246ce2020-11-25T00:24:44ZengCopernicus PublicationsNatural Hazards and Earth System Sciences1561-86331684-99812016-07-011671673168910.5194/nhess-16-1673-2016Using video games for volcanic hazard education and communication: an assessment of the method and preliminary resultsL. Mani0P. D. Cole1I. Stewart2School of Geography, Earth and Environmental Sciences, Plymouth University, Drakes Circus, Plymouth, PL4 8AA, UKSchool of Geography, Earth and Environmental Sciences, Plymouth University, Drakes Circus, Plymouth, PL4 8AA, UKSchool of Geography, Earth and Environmental Sciences, Plymouth University, Drakes Circus, Plymouth, PL4 8AA, UKThis paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent's Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents' knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars) and to integrate traditional methods of education in a more interactive manner. Here, we discuss the process of game development including concept design through to the final implementation on St. Vincent. Preliminary results obtained from the final implementation (through pre- and post-test knowledge quizzes) for both student and adult participants provide indications that a video game of this style may be effective in improving a learner's knowledge. Both groups of participants demonstrated a post-test increase in their knowledge quiz score of 9.3 % for adults and 8.3 % for students and, when plotted as learning gains (Hake, 1998), show similar overall improvements (0.11 for adults and 0.09 for students). These preliminary findings may provide a sound foundation for the increased integration of emerging technologies within traditional education sessions. This paper also shares some of the challenges and lessons learnt throughout the development and testing processes and provides recommendations for researchers looking to pursue a similar study.http://www.nat-hazards-earth-syst-sci.net/16/1673/2016/nhess-16-1673-2016.pdf
collection DOAJ
language English
format Article
sources DOAJ
author L. Mani
P. D. Cole
I. Stewart
spellingShingle L. Mani
P. D. Cole
I. Stewart
Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
Natural Hazards and Earth System Sciences
author_facet L. Mani
P. D. Cole
I. Stewart
author_sort L. Mani
title Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
title_short Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
title_full Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
title_fullStr Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
title_full_unstemmed Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
title_sort using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
publisher Copernicus Publications
series Natural Hazards and Earth System Sciences
issn 1561-8633
1684-9981
publishDate 2016-07-01
description This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent's Volcano – for use in existing volcano education and outreach sessions. Its twin aims are to improve residents' knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars) and to integrate traditional methods of education in a more interactive manner. Here, we discuss the process of game development including concept design through to the final implementation on St. Vincent. Preliminary results obtained from the final implementation (through pre- and post-test knowledge quizzes) for both student and adult participants provide indications that a video game of this style may be effective in improving a learner's knowledge. Both groups of participants demonstrated a post-test increase in their knowledge quiz score of 9.3 % for adults and 8.3 % for students and, when plotted as learning gains (Hake, 1998), show similar overall improvements (0.11 for adults and 0.09 for students). These preliminary findings may provide a sound foundation for the increased integration of emerging technologies within traditional education sessions. This paper also shares some of the challenges and lessons learnt throughout the development and testing processes and provides recommendations for researchers looking to pursue a similar study.
url http://www.nat-hazards-earth-syst-sci.net/16/1673/2016/nhess-16-1673-2016.pdf
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