Edukasi kepada masyarakat memiliki berbagai bentuk mulai dari video animasi, surat kabar, sosialiasi bersama masyarakat hingga penyiaran radio. Finally, we provide future directions for the work, such as upcoming studies to validate the game’s efficacy in evoking and training resiliency to different kinds of threats.KeywordsSocial identity threatStereotype threatSerious gamesHeart rate variabilityBiofeedbackĪbstrak- Era digitalisasi sangat cepat hingga berbagai aplikasi dibutuhkan dalam setiap kegiatan, begitu juga dalam hal edukasi kepada masyarakat. Specifically, we discuss the design of the game in detail-focusing on how specific elements of the design draw from existing literature to evoke and train resilience during play, as well as design and validation of the game narrative/script with individuals in the technology and engineering industry. In this paper, we present the work in progress on our interactive narrative biofeedback game (Resilient IN) that utilizes resonant frequency heart rate variability to train player resilience to stereotype and social identity threat as they move through a mock interview at a tech company within the game. While there are existing programs and techniques for training resiliency against these threats, the use of biofeedback and serious games may prove useful to enhance the efficacy and engagement of such training. Stereotype threat and social identity threat are social phenomena that adversely affect underrepresented groups within STEM (i.e., women and people of color).
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