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Improving Undergraduate Attitudes Towards Responsible Conduct of Research Through an Interactive Storytelling Game

Published: 08 May 2021 Publication History

Abstract

Responsible conduct of research (RCR) is an essential skill for all researchers to develop, but training scientists to behave ethically is complex because it requires addressing both cognitive (i.e., conceptual knowledge and moral reasoning skills) and socio-affective (i.e., attitudes) learning outcomes. Currently, both classroom- and web-based forms of RCR training struggle to address these distinct types of learning outcomes simultaneously. In this paper, we present a study providing initial evidence that playing a single brief session of  Academical, a choice-based interactive narrative game, can significantly improve players’ attitudes about RCR. We further demonstrate the relationship between engagement with the game and resulting attitudes. Combined with our previous work showing  Academical’s advantages over traditional RCR training for teaching cognitive learning outcomes, this study’s results highlight that utilizing a choice-based interactive story game is a uniquely effective way to holistically address RCR learning outcomes that drive ethical research behavior.

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  • (2022)Nonlinear Interactive Stories as an Educational ResourceEducation Sciences10.3390/educsci1301004013:1(40)Online publication date: 30-Dec-2022
  • (2022)A Moderated Mediation Analysis of Meaningfulness and Positive Intergroup Outcomes Through Prosocial GameplaySimulation and Gaming for Social Impact10.1007/978-3-031-37171-4_15(217-227)Online publication date: 11-Jul-2022
  • (2022)Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat ResilienceSerious Games10.1007/978-3-031-15325-9_8(84-101)Online publication date: 22-Sep-2022
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cover image ACM Conferences
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
2965 pages
ISBN:9781450380959
DOI:10.1145/3411763
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Published: 08 May 2021

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Author Tags

  1. attitudes
  2. choice-based
  3. education
  4. engagement
  5. interactive storytelling
  6. narrative game
  7. responsible conduct of research
  8. role-playing

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Cited By

View all
  • (2022)Nonlinear Interactive Stories as an Educational ResourceEducation Sciences10.3390/educsci1301004013:1(40)Online publication date: 30-Dec-2022
  • (2022)A Moderated Mediation Analysis of Meaningfulness and Positive Intergroup Outcomes Through Prosocial GameplaySimulation and Gaming for Social Impact10.1007/978-3-031-37171-4_15(217-227)Online publication date: 11-Jul-2022
  • (2022)Resilient IN: Design of an Interactive Narrative HRV-Biofeedback Game to Develop Stereotype and Social Identity Threat ResilienceSerious Games10.1007/978-3-031-15325-9_8(84-101)Online publication date: 22-Sep-2022
  • (2021)What is a Visual Novel?Proceedings of the ACM on Human-Computer Interaction10.1145/34747125:CHI PLAY(1-18)Online publication date: 6-Oct-2021
  • (2021)A dramatized method for teaching undergraduate students responsible research conductAccountability in Research10.1080/08989621.2021.198187130:3(176-198)Online publication date: 24-Sep-2021

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