Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: field test results.
This article describes the development, field testing, and evaluation of an interactive computer program, "Life Challenge," developed by the New York State Department of Health as a tool for enhancing adolescents' sense of self-efficacy in HIV/AIDS prevention programs. The computer kiosks were field tested in 13 sites serving high-risk adolescents. The program uses a time travel adventure game format to provide information and nonthreatening skill practice. Users record and play back their responses as they "negotiate" with their chosen partners. A proof 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 project are described, and the potential of using computers for skill practice and educational interventions in health education is explored.
Thomas
R
R
Bureau of Community Relations, New York State Department of Health, Albany 12237-0081, USA. rpt01@health.state.ny.us
Cahill
J
J
Santilli
L
L
D000293:Adolescent; D003194:Computer-Assisted Instruction; D005260:Female; D017144:Focus Groups; D015658:HIV Infections / Q000517:prevention & control; D006293:Health Promotion / Q000379:methods*; D006801:Humans; D008297:Male; D019212:Multimedia; D017008:Negotiating; D009518:New York; D016730:Program Development; D015397:Program Evaluation; D012649:Self Concept; D012725:Sexual Behavior; D012984:Software; D018910:Video Games