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Native Dancer Diabetes Health Care Education Game
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Dr. Brian M. Slator, Computer Science Department North Dakota State University Immersive Role-based Environments for Education
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NDSU WWWIC World Wide Web Instructional Committee WWWIC’s virtual worlds research supported by NSF grants DUE-9752548, EAR-9809761, DUE-9981094, ITR-0086142 and EPSCoR 99-77788 WWWIC faculty supported by large teams of undergraduate and graduate students. Paul JuellDonald Schwert Phillip McCleanBrian Slator Bernhardt Saini-EidukatAlan White Jeff Clark
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MultiUser Exploration Spatially-oriented virtual worlds Practical planning and decision making Educational Role-playing Games “Learning-by-doing” Experiences
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Balancing Pedagogy with Play Games have the capacity to engage! Powerful mechanisms for instruction Illustrate real-world content and structure Promote strategic maturity (“learning not the law, but learning to think like a lawyer”)
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The Projects l The Virtual Cell l Dollar Bay l Like-a-Fishhook Village l Digital Archive for Archaeology l Others l The Geology Explorer
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The Geology Explorer
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The Virtual Cell
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Fort Berthold and Like-A-Fishhook Village Photo of Arikara Lodge, Form-Z Extrusion, VRML model
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The Geology Explorer: Assessment Protocol Pre-course Assessment: 400+ students Computer Literacy Assessment: (244 volunteers) Divide by Computer Literacy and Geology Lab Experience Geomagnetic (Alternative) Group: (122 students) Geology Explorer Geology Explorer Treatment Group: (122 students) Non-Participant Control Non-Participant ControlGroup: (150 students, approx.) Completed Completed (78 students) Non- completed Non- completed (44 students) Completed Completed (95 students) Non- completed Non- completed (27 students) Post-course Assessment: 368 students Example: Fall, 1998
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Mean Post-Intervention Scenario Scores for 1998 Geology Explorer - NDSU Physical Geology Students GraderGraderGrader GroupNo.OneTwoThree Alternate 9529.3a27.0a42.6a Control19525.1a25.5a44.5a Planet Oit 7840.5b35.4b53.4b Within any column, any two means followed by the same letter are not significantly different at P=0.05 using Duncan’s multiple range mean separation test.
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Native Dancer Diabetes Health Care Education Game
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Diabetes and Native Americans Diabetes Epidemic: approximately 33% of Native Americans have some form of diabetes 22% of White Earth people have Type II Diabetes (so-called adult onset) Typical onset, 10 years ago: 42 years old Today, youngest case: 9 years old. Increased 32% in ages 15-19
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Nutrition and Physical Activity “Reduction in incidence of type 2 diabetes with lifestyle intervention or metformin” (New England Journal of Medicine, 2002) Percent reduced incidence of diabetes 17% placebo 31% metformin 58% nutrition/physical activity
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Why a video game? Don’t video games… Encourage sedentary behavior Often have themes that glorify: Violence (You name it) Space Invaders, Mortal Kombat, Doom, Golden Eye - 007, Quake I-III, Return to Castle Wolfenstein, Area 51, etc… Sex Dead or Alive Xtreme Beach Volleyball, Freestyle BMX, Street Fighter, Tomb Raider, etc… Other anti-social behavior Grand Theft Auto I-III, Midnight Club, Twisted Metal, etc…
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Yes, but video games: Reach the target audience: 10-18+ “proclivities of youth” Provide virtual/safe environment to experiment & learn New, emerging genre of healthy video games Dance Dance Revolution
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1-2 users match the footsteps of a dancing game character on a Dance Grid in front of a large video screen User must exercise to play the game Users have lost up to 100lbs playing DDR See USA Today Online Article and Video News Story at: http://atl.ndsu.edu/articles_online/
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The Sims A game where you make choices about your character’s lifestyle that may or may not negatively or positively affect the ability of the character to function as a person.
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Then, what is Native Dancer? DDR meets the Sims Flow: health Lifestyle choices competition performance regalia reward competition standings
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Friendly Competition Drives Learning Students strive to learn diet and lifestyle to do better in dance competition Assumes dance aspect of the game is fun & engaging Proper choices are rewarded with Powwow Regalia that allow dance character to gain more points in each competition
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Benefits Immediate: provides a non-threatening, and easy exercise interactively engages child in health education process Cultural: encourages pride in child’s culture teaches cultural dance skills to children Provides: a culturally relevant map to long-term healthy lifestyle and diabetes management
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Measuring Daily Life Opportunities and Decisions Youth summer life data: Interviews and observations Youth school life data: 1. In-school survey: grades 5 through 12 1. Attitudes, behaviors, computer literacy (1 hour) 2. Age-appropriate questions, confidentiality guaranteed 3. Overall results available to schools, WERTC, and interested others 2.Computerized diary from (selected?) youth
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Outcomes Assess change in nutrition behavior Assess change in physical activity behavior Assess change in attitudes toward individual health Creation of baseline dataset for longitudinal studies
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Native Dancer Team Contacts Lisa Brandt, PhD, Anthropologist Lisa.Brandt@ndsu.nodak.edu 701-231-6498 Monte Fox, WERTC Diabetes Project Director Montef@whiteearth.com 218-983-3285 ext. 412
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