The ‘STREAM’ model of digital game-based learning for enhancing positive youth development among adolescents

Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

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Author(s)

Detail(s)

Original languageEnglish
Pages (from-to)365-378
Journal / PublicationInternational Journal on Disability and Human Development
Volume18
Issue number4
Publication statusPublished - Dec 2019

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 costeffective option. This paper 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 paper 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, the paper attempts to enhance the literature through the development of a practice model from the prevention science perspective to guide future practice.

Research Area(s)

  • Adolescent, Digital game based-learning, Digital positive youth development game, Positive youth development, Practice model, Prevention, Theory and practice