Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: field test results

Health Educ Behav. 1997 Feb;24(1):71-86. doi: 10.1177/109019819702400108.

Abstract

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.

MeSH terms

  • Adolescent
  • Computer-Assisted Instruction*
  • Female
  • Focus Groups
  • HIV Infections / prevention & control
  • Health Promotion / methods*
  • Humans
  • Male
  • Multimedia
  • Negotiating*
  • New York
  • Program Development
  • Program Evaluation
  • Self Concept*
  • Sexual Behavior*
  • Software
  • Video Games*