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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2016-07-01
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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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