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.
Mots-clés Pascal : Communication, Partenaire sexuel, Prévention, Condom, Education santé, SIDA, Virose, Infection, Assistance ordinateur, Informatique, Adolescent, Homme, Jeu, Système conversationnel, Efficacité personnelle, Immunopathologie, Immunodéficit
Mots-clés Pascal anglais : Communication, Sex partner, Prevention, Condom, Health education, AIDS, Viral disease, Infection, Computer aid, Computer science, Adolescent, Human, Play, Interactive system, Self efficacy, Immunopathology, Immune deficiency
Notice produite par :
Inist-CNRS - Institut de l'Information Scientifique et Technique
Cote : 97-0273642
Code Inist : 002B30A01C. Création : 15/07/1997.