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1.
Health Promot Pract ; 23(4): 594-608, 2022 07.
Artigo em Inglês | MEDLINE | ID: mdl-34553642

RESUMO

We describe the implementation and select findings from Adolescent X, an arts-based research project that used story circles and body mapping to elucidate how young people understand the relationship between their social contexts and their sexual and reproductive health, with a particular focus on youth's understandings of gender, sexuality, and the body as sites of possibility and power. A community-based sample of N = 24 youth of color was recruited from the South and West Sides of Chicago to participate in 3-day workshops. In addition to story circles and body mapping, data were collected via brief surveys with N = 24 youth, debriefing groups (n = 10 youth), and focus groups (n = 14 youth). Study data consisted of (1) body map visuals, that is, legends, mini-, and full-body maps; (2) written body map narratives; and (3) audio recordings of the story circles, body mapping activities, debriefing groups, and focus groups. All audio recordings were transcribed, deidentified, and uploaded in Dedoose for qualitative thematic analysis. Data analysis was conducted by a team of independent coders. Across all sources of data, three major themes were identified: (1) strong feelings of unsafety related to how young people's bodies are gendered, sexualized, and racialized in different social settings; (2) the extent to which adults and institutions foster youth safety; and (3) sources of young people's coping and resilience. Implications for public health research, practice, and policy are discussed.


Assuntos
Imagem Corporal , Pesquisa , Saúde Sexual , Adolescente , Adulto , População Negra/psicologia , Chicago , Grupos Focais , Humanos , Pesquisa Qualitativa , Saúde Reprodutiva , Pesquisa/classificação , Projetos de Pesquisa , Comportamento Sexual , Meio Social
2.
Games Health J ; 8(1): 49-54, 2019 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-30156430

RESUMO

OBJECTIVE: An anti-tobacco educational board game, Smoke Stacks, was designed to engage youth in critical thinking regarding marketing practices of tobacco companies and tobacco's harmful effects. A pilot study was conducted to examine whether playing this theoretically informed that board game increased knowledge about tobacco use and negative attitudes toward tobacco companies, and decreased behavioral intentions to use tobacco. MATERIALS AND METHODS: Sixty-seven teenagers aged 14-18 participated in the game assessment. Pre-/postevaluation methods were used to assess change in participant attitudes, knowledge, and intentions following gameplay. RESULTS: Compared to baseline, participants reported substantially increased self-perceived knowledge of the health effects of tobacco (P = 0.001) and were significantly more likely to agree that tobacco companies encourage young people to start smoking (P = 0.001), and that tobacco companies deny that cigarettes cause cancer and other diseases (P = 0.002). CONCLUSION: This pilot study demonstrates that youth who played Smoke Stacks gained perceived knowledge and increased negative attitudes toward tobacco company tactics for encouraging smoking and discounting potential health risks of cigarettes.


Assuntos
Atitude Frente a Saúde , Jogos Recreativos , Indústria do Tabaco , Uso de Tabaco/prevenção & controle , Adolescente , Feminino , Jogos Recreativos/psicologia , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Masculino , Projetos Piloto , Uso de Tabaco/psicologia
3.
J STEM Outreach ; 1(1)2018 May 01.
Artigo em Inglês | MEDLINE | ID: mdl-34136762

RESUMO

It is a well-documented fact that women and minorities are currently underrepresented in STEM higher education degree programs and careers. As an outreach measure to these populations, we established the Hexacago Health Academy (HHA), an ongoing summer program. Structured as an informal learning environment with a strong youth initiated mentoring component, HHA uses game-based learning as both a means of health education and stimulating interest in careers in medicine among adolescents from underrepresented minority populations. In this article, we describe the 2015 session of the Hexacago Health Academy, which focused on the topic of sexual and reproductive health (SRH). The overall structure of HHA, with its dual focus on game design and enabling youth interaction with science and health professionals, is discussed. Qualitative data from the 24 youths that participated in the 2015 summer session was collected. Results indicated that the initial session of HHA succeeded in its goals of developing critical thinking skills among participants, encouraging teamwork, broadening understanding of the health sciences, and encouraging risk-taking in education. The overall potential efficacy of informal learning environments that use game design as a core component to stimulate interest in STEM fields is discussed.

4.
Am J Sex Educ ; 13(3): 378-398, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-34140841

RESUMO

This paper, describes the design, development, and evaluation of The Test, a theory-based mobile game prototype designed to promote HIV testing by providing information and influencing motivations, and behavioral intentions among YMSM. The Test was designed using embedded design, first described by Kaufman & Flanagan (2015), which diverges from traditional "educational game" design strategies by mixing on-message content with nonfocal content, in an attempt to make the overall experience more approachable and engaging. One challenge of embedded design is that it targets attitudes and actions that are not always proximate to a particular behavior. Games with embedded content forgo explicit takeaways, and their possible distal effects present a challenge to traditional tests of efficacy. The benefit of embedded design, however, is that its holistic or ecological design approach (which considers feelings, emotions, affects, social relations, and connections to broader communities) stands in close alignment with the social-ecological model.

5.
J Pediatr Adolesc Gynecol ; 29(2): 148-53, 2016 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26409156

RESUMO

STUDY OBJECTIVE: To assess the feasibility and acceptability of a game-based sexuality education curriculum. DESIGN: Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. SETTING: The study was conducted in eighth grade classrooms in Chicago, Illinois. PARTICIPANTS: Students from 3 eighth grade classrooms from a school using a game-based curriculum. INTERVENTIONS: The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. MAIN OUTCOME MEASURES: The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. RESULTS: Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. CONCLUSION: A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality.


Assuntos
Currículo , Jogos Recreativos , Educação Sexual/métodos , Estudantes/psicologia , Adolescente , Chicago , Comunicação , Feminino , Humanos , Masculino , Projetos Piloto , Instituições Acadêmicas , Comportamento Sexual/psicologia , Sexualidade/psicologia
6.
Afr J Reprod Health ; 16(2): 189-96, 2012 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-22916551

RESUMO

The University of Chicago and the University of Ibadan in Nigeria have partnered to exchange innovative insights into the sexual and reproductive health of disadvantaged populations in Chicago and Nigeria. Youth in both Chicago and Nigeria face disproportionately high rates of mortality and morbidity due to poor sexual and reproductive health. Traditional models have fallen short of the needs of these youth, so the University of Chicago is seeking to reframe and retool adolescent sexual health education. Game Changer Chicago is an initiative that incorporates digital storytelling, new media, and game design to conduct workshops with youth around issues of sexuality and emotional health. Based on the success of storytelling and digital media programs in Nigeria and the success of Game Changer Chicago, we believe this model holds promise for implementation in Nigeria and other sub-Saharan countries


Assuntos
Comportamento do Adolescente , Educação Sexual/métodos , Adolescente , Chicago , Humanos , Atividades de Lazer , Nigéria , População Urbana
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