The ‘Stream’ Model of Digital Game-Based Learning for Enhancing Positive Youth Development among Adolescents

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 12 - Chapter in an edited book (Author)peer-review

Abstract

To help adolescents develop 21st century skills, digital game-based learning (DGBL) is an effective option. Supported by learning theories and game elements in designing DGBL, more and more “serious educational games” (SEGs) have been produced. Results of evaluation studies provide evidence of the effectiveness of DGBL and expand the literature to cover new areas such as positive youth development (PYD), and peaceful and sustainable societies. To promote PYD, digital positive youth development (DPYD) games could be a cost-effective option. This chapter offers a review of learning theories and digital game design elements that show the design and development of DPYD games as effective learning resources. Guided by learning theories and game elements, this chapter describes how seven newly developed games can help promote relevant PYD constructs among adolescents, clarify their values, and enhance their knowledge and skills to handle properly difficulties commonly encountered, and to protect them from being harmed and engaging in risky behaviors. Finally, based on theories and initial users’ feedback, this chapter attempts to enhance the literature through the development of a practice model from the prevention science perspective to guide future practice.
Original languageEnglish
Title of host publicationPositive Youth Development
Subtitle of host publicationDigital Game-Based Learning
EditorsTak-Yan Lee, Daniel TL Shek, Joav Merrick, Sarah SW Lee
Place of PublicationNew York
PublisherNova Science Publishers
Chapter2
Pages21-47
ISBN (Electronic)978-1-53617-796-1
ISBN (Print)978-1-53617-795-4
Publication statusPublished - Jul 2020

Publication series

NamePublic Health : Practices, Methods and Policies

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