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24/06/2019 1 GameBased Learning and Health Behavior Change: A Visit to Whisperwell DEANNA K. MEINKE PHD, MATTHEUS P. UECKERMANN PHD ODILE H. CLAVIER PHD Overview Public Health Obligation Changing Health Behavior Dangerous Decibels STEM Education Serious Games A Visit to Whisperwell: “Song of the Starbird” Outcomes and Future Plans Public Health Obligation Is NIHL a problem for youth? 1943: Loch (814 years) 15% Males; 5% Females 1950: Guild 1967: Anderson 1967: Weber et al. 1972: Lipscomb 1974: Cozad et al. 1975: Hull et al. 1990: Montgomery & Fujikawa 1992: Brookhouser et al. 1996: League for the Hard of Hearing 1997: Holmes 1998: Niskar et al. 2001: Niskar et al. (619 years) (1219 years) 2010: Shargorodsky et al., 2010* (1219 years) 2011: Henderson et al. (1219 years) 2017: Su et al. (1219 years) 12.5% 16.8% 15.5% 12.8% Public Health Obligation Audiologists are morally and ethically obligated to provide intervention; NIHL progresses without intervention Some cases of tinnitus may be preventable Financial and social costs escalate without intervention Prevention is a standard of care Prevention: Primary, secondary and tertiary Primary prevention strategies intend to avoid the development of disease. Secondary prevention strategies attempt to diagnose and treat an existing disease in its early stages before it results in significant morbidity. Tertiary prevention These treatments aim to reduce the negative impact of established disease by restoring function and reducing disease‐related complications. 1 2 3 4 5 6

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Game‐Based Learning and Health Behavior Change: A Visit to WhisperwellDEANNA  K.  MEINKE  PHD,MATTHEUS  P.  UECKERMANN  PHDODILE  H.  CLAVIER  PHD  

Overview

• Public Health Obligation

• Changing Health Behavior 

• Dangerous Decibels

• STEM Education

• Serious Games

• A Visit to Whisperwell: “Song of the Starbird”

• Outcomes and Future Plans

Public Health Obligation

Is NIHL a problem for youth?

• 1943: Loch (8‐14 years)  15% Males; 5% Females• 1950: Guild

• 1967: Anderson 

• 1967: Weber et al.

• 1972: Lipscomb

• 1974: Cozad et al.

• 1975: Hull et al.

• 1990: Montgomery & Fujikawa

• 1992: Brookhouser et al.

• 1996: League for the Hard of Hearing

• 1997: Holmes

• 1998: Niskar et al.

• 2001: Niskar et al. (6‐19 years)                               (12‐19 years)

• 2010: Shargorodsky et al., 2010* (12‐19 years)

• 2011: Henderson et al. (12‐19 years)

• 2017: Su et al. (12‐19 years)

12.5%

16.8%

15.5%

12.8%

Public Health Obligation

• Audiologists are morally and ethically obligated to provide intervention;

• NIHL progresses without intervention

• Some cases of tinnitus may be preventable

• Financial and social costs escalate without intervention

• Prevention is a standard of care

Prevention: Primary, secondary and tertiary

• Primary prevention strategies intend to avoid the development of 

disease.

• Secondary prevention strategies attempt to diagnose and treat an 

existing disease in its early stages before it results in significant 

morbidity. 

• Tertiary prevention These treatments aim to reduce the negative impact 

of established disease by restoring function and reducing disease‐related 

complications.

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• Sec. 303.13 (b) (2)

• Statute/Regs Main » Regulations » Part C » Subpart A » Section 303.13 » b » 2

• (2) Audiology services include—

• (i) Identification of children with auditory impairments, using at‐risk criteria and appropriate audiologic screening techniques;

• (ii) Determination of the range, nature, and degree of hearing loss and communication functions, by use of audiological evaluation procedures;

• (iii) Referral for medical and other services necessary for the habilitation or rehabilitation of an infant or toddler with a disability who has an auditory impairment;

• (iv) Provision of auditory training, aural rehabilitation, speech reading and listening devices, orientation and training, and other services;

• (v) Provision of services for prevention of hearing loss; and

• (vi) Determination of the child’s individual amplification, including selecting, fitting, and dispensing appropriate listening and vibrotactile devices, and evaluating the effectiveness of those devices.

• Sec. 300.34 (c) (1) (iv)

• Statute/Regs Main » Regulations » Part B » Subpart A » Section 300.34 » c » 1 » iv

• (iv) Creation and administration of programs for prevention of hearing loss;

Healthy People 2020

• ENT‐VSL‐6.2Increase the proportion of adolescents aged 12 to 19 years who have ever used hearing protection devices (earplugs, earmuffs) when exposed to loud sounds or noise

• ENT‐VSL‐7Reduce the proportion of adolescents who have elevated hearing thresholds, or audiometric notches, in high frequencies (3, 4, or 6 kHz) in both ears, signifying noise‐induced hearing loss

• ECBP‐4Increase the proportion of elementary, middle, and senior high schools that provide school health education to promote personal health and wellness in the following areas: hand washing or hand hygiene; oral health; growth and development; sun safety and skin cancer prevention; benefits of rest and sleep; ways to prevent vision and hearing loss; and the importance of health screenings and checkups

Changing Health Behaviors

What is a health behavior you have tried to change? Does this work?

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CHANGE BEHAVIORS

RAISE AWARENESS

Num

ber

of p

eopl

e re

ache

d

Deg

ree

of li

fe c

hang

ing

influ

ence

Martin & Meinke, 2010

1 to 1 Care

TV, radio, mass media, apps

Num

ber

of p

eopl

e re

ache

d

Deg

ree

of li

fe c

hang

ing

influ

ence

Family

Classroom orSmall Group

Community Events

Community MediaRadio / TV

Website

Public outreach – exhibits, malls, fairs

School Events

AAA/ ASHANIDCD

Audiologists

StateRegionalSchool Districts

Health Communication

• Health communication is the study and use of communication strategies to inform and influence choices people make about their health. 

• Health communication science provides the evidence basis for intervention programs based on theoretical foundations.

https://www.cancer.gov/publications/health‐communication/pink‐book.pdf

What influences (hearing) health behaviors?

• Knowledge

• Attitudes

• Beliefs

• Self‐efficacy

• Access to resources

Relevant Behavior Change Theories 

• Theory of Reasoned Action and Planned Behavior 

• Social Cognitive Theory 

• Health Belief Model 

• Socio‐Ecological Model

Sobel J and Meikle M, (2008) Applying Health Behavior Theory to Hearing-Conservation Interventions. Seminars Hearing, Vol 29: 81-89.

SelfPast ExperienceKnowledgeAttitudesBeliefsBehaviors

Individual

AffiliationsSchoolsBusinessesProfessionsGroups

RelationshipsFamilyFriends / PeersCo‐workers

CulturalValuesNorms

Socio-Ecological Model of Hearing Health Promotion

Public Policy

RulesLaws

Sobel & Meinke, 2017

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Dangerous Decibels

Dangerous Decibels is:

An international, good-faith partnershipbetween experts in hearing science, public heath, noise, evaluation and education who

are passionately dedicated to preventing noise induced hearing loss and tinnitus

People based, not institution based

International Dissemination Partners: North America

Other Affiliates/Collaborators/Funders

International Dissemination Partners: Asia

Other Affiliates/Collaborators/Funders

International Dissemination Partners:Oceania

Other Affiliates/Collaborators/Funders

International Dissemination Partners:South America

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Developing Partnerships: Dangerous Decibels®

To reduce the incidenceof noise induced hearing loss

and tinnitus

EVIDENCE BASED PROGRAM

Dangerous Decibels development

HUNDREDS of contributors

Museum exhibit developers

Hearing scientists

Teachers

Student advisors

Community advisors

Engineers

Evaluation specialists

Health communications scientists

Programmers

Writers

Graphic artists

Cabinet makers

Administrators

Text editors

Grant writers

Nurses

Physicians

Audiologists

Electricians

Outreach specialists

Dangerous Decibels: Support

1999-2018

15 Private foundation/corporate grants

(US, Canada, NZ, Brazil, Singapore)

7 US Government grants NIH & CDC

1 NZ Government grant ACC

1 NUS research grant

To reduce the incidenceof noise induced hearing loss

and tinnitus

HOW?

By changing

knowledge, attitudes, beliefs and behaviors

about sound exposure

and use of hearing protective strategies

Educate early

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Education

Exhibits Research

Dangerous Decibels® Activities

• K‐12 Classroom program

• Educator training

• Website information

• Online Virtual Exhibit

• Dangerous Decibels exhibits

• Jolene

• Public health research

K‐12 Classroom Program

Teaching method: Inquiry‐based learning

“Tell me and I forget, 

show me and I remember, 

involve me and I understand.”

Banchi, H. & Bell, R. The Many Levels of Inquiry. Science and Children, 46(2), 26-29, 2008

• 50 minutes duration

• 9 modules

• Highly interactive

• Low‐tech

• Portable 

• Low cost consumables

• Maximum of 30 participants

Classifying safe and dangerous sounds

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Measuring sound pressure at different distances Modeling hair bundle damage from sound exposure

Gaining confidence in using hearing protection

Malay

Mandarin

Español

Português

Program adaptations

• Workers (occupational)

• Military

• Parents

• Recreational shooters

• Musicians

Educator Workshops

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Educator Training Workshops: Who attends?

Museum educators

High school students

University students

Audiologists

Speech Pathologists

School nurses

Basic scientists

Nurses

Physicians

Administrators

Industrial hygienists

School teachers

Corporate staff

School hearing screening techs

Medical safety officers

Parents

Website InformationWWW.DANGEROUSDECIBELS.ORG

Number of sessions per cityWebsite users from 231 countries

Virtual Exhibit

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Online Virtual Exhibit at www.dangerousdecibels.org

Museum Exhibit

• First exhibition in the world dedicated to reducing noise induced hearing loss and tinnitus

• 12 exhibit components ‐ 2000 ft2 / 186 m2

• Open June 1, 2002 to May 5, 2011

• Over 5,000,000 visitors

JoleneEDUCATIONAL  MANNEQUIN

www.dangerousdecibels.org/jolene.cfm

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Research

Dangerous Decibels Four-Intervention EvaluationPercent of students who answered 75% or more correctly

Web‐based

STEM Education

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• Concern about the ability of the United States to compete in the global economy has lent urgency to calls for reform of science, technology, engineering, and mathematics (STEM) education. 

• U.S. policymakers have called for increasing the number and diversity of students pursuing degrees and careers in STEM fields

• In the U.S. average mathematics and science literacy scores are below the average scores for all developed countries.

NSB, Science and Engineering Indicators 2016

Need for                    Education

Serious Games

Serious Games

• Function as a bridge technology that converts gaming 

from a social pastime to a powerful educational tool that 

challenges students with game‐based problem solving, 

conceptual reasoning and goal‐oriented decisions.

https://grants.nih.gov/grants/guide/pa‐files/par‐14‐325.html

Serious Games

• Serious games provide real time student assessment. 

Unlike standardized classroom testing where student 

achievement is a pass or fail process, well‐designed 

educational gaming assessment is interactive, does not 

punish the student, and provides feedback on how to 

move to the next level of play. 

https://grants.nih.gov/grants/guide/pa‐files/par‐14‐325.html

Benefits of Serious Games

• Engagement

• Designed for success

• Sharing

• Learn by doing

• Monitoring process

• Risk free Research ObjectivesPHASE   I :  FEASIBILITY

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Specific Aims

• To develop and test an engaging video game based onthe evidence‐based Dangerous Decibels® program.

• To teach STEM concepts associated with the biologyand physiology of the auditory system, the physics ofsound and wave propagation, and the mathematicalconstructs that allow problem solving with numbers.

• To convey positive hearing health behaviors by focusingon key educational messages related to the preventionof noise‐induced hearing loss (NIHL) and tinnitus

PROTOTYPE STEM CONCEPTS

• Primary: The amplitude of sound is higher closer to the source of the sound.

• Secondary: Hearing damage depends on two variables: exposure time and sound amplitude.

Serious Game Design Assessment Framework (SGDAF)

Mitgutsch and Alvarado 2012

PROTOTYPE HEALTH CONCEPTS

• Primary: Loud sounds can permanently damage your hearing.

• Secondary: The longer you are exposed to loud sounds, the more you can damage your hearing.

Fictional Narrative Framing

• 5th to 7th graders with minimal gameplay experience

• Touch‐ or touch‐and‐drag interactions on a touch screen

• Hearing health is relevant to this age group due to exposures to noisy activities and environments.

• Topic integrates well with physics of sound and  hearing is part of common core science curriculum for this age group.

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Aesthetics, Mechanics, and Content

Aesthetics, Mechanics, and Content Aesthetics, Mechanics, and Content:Decibel Meter

Hearing Health MeterSong of the Starbird: Main Level

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Recovering Hidden Song Disks

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Hearing Range and Waves

Game Sound Sources (Creatures)

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Inverse Square Law

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Qualitative Summative Study: Methods

• 5th‐7th grade students (n=26) in 3 groups

• 5th‐7th grade teachers (n=6)

• Location: classroom

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Methods and Analysis

• 20 minute game play 

• 1 on 1 verbal interview

Game Play

• 4 classroom program activities

• 1 on 1 verbal interview

Dangerous Decibels Activities • Task description

• Task description

Descriptive & Qualitative Analysis

RESULTS: STEM Concepts: After the game play

• Primary Concept: The amplitude of sound is higher closer to the source of the sound.

• Interview Question: “What happens when you move closer to the place that sound comes from?”

• 80% (n=20) students responded “It gets louder”

• “Far away it's quiet, but louder when you get closer.”

• “If you get closer it gets louder if you move far away it gets quiet. And if you get closer and it gets louder it starts to damage your ears.”

• “When you got close, the ring on the side would go higher and you knew it was getting louder.”

RESULTS: After the Game Play

• Secondary Concept: Hearing damage depends on two variables: exposure time and sound amplitude

• “Something that could damage your ears is if you are hearing something too loud or are too close to something that is too loud—maybe that could damage your ears.”

• “Don’t get too close to loud stuff so it doesn’t damage our ears.”

• “If you get closer it gets louder if you move far away it gets quiet. And if you get closer and it gets louder it starts to damage your ears.”

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STEM Outcome Summary: Game Play

• The concept that sound becomes louder when moving closer to the sound source was clearly and correctly understood by all of the students. 

• The concept that hearing damage occurs when getting closer to loud sounds was also well understood. 

• The concept of exposure time, while implicit in the game, was probably not as well captured by the students. 

Hearing Health Concepts: After the game play

• Relevant Interview Questions: 

• “Do you have any ideas about what might damage your hearing and make it hard to hear sound?”

• “Do you think it is possible for loud sound to damage the ear?”

• “Is it important to hear well?”

Hearing Health Concepts: After the game play

Primary Concept: Loud sounds can permanently damage your hearing.

• “Loud might hurt your hearing.”

• “When we play the game, I know why when you go really close, you have to go back because the hair cells get damaged.”

• “Yes because it is saying that when you have that thing that was saying 18,000 hairs or something like that, every time you got close and your screen got smaller you’d always remove the hairs by the time you go. And whenever you loose all your hairs you become deaf.”

Hearing Health Concepts: After the game play

Secondary Concept: The longer you are exposed to loud sounds, the more you can damage your hearing.

• No question in the survey specifically addressed time spent versus proximity to the loud sounds. However, even with open‐ended questions, students did not seem to realize the relationship between time and distance relative to hearing damage. 

Hearing Health Outcome Summary: Game Play

• Overall students clearly identified loud sounds as a threat to their health and understood that the hair cells in the ear can get damaged when exposed to loud sounds. 

• They also understood that if enough damage occurs, the loss of hair cells could lead to hearing loss and deafness. 

• One missing concept was that related to duration of exposure which was not clearly recognized by the students.

Ear Anatomy & Physiology Outcomes

• In general, the students had a poor understanding of how the ear works and labeled the picture incorrectly most of the time . 

• Overall, students tended to mix up the various parts of the ear or the order of the sound propagation. 

• However, students generally recognized that the sound goes in through the ear and then connects to the brain. 

• Students also clearly recognized that the ear includes fragile hair cells that can be damaged by sound, and that the loss of hair cells leads to hearing loss and deafness .

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Qualitative Analysis

• To provide a more global analysis of the verbal 

interview responses, recorded interviews were 

transcribed and coded into NVivo v. 11.0 for 

qualitative analysis

Attitudes toward the game

Interview Questions “Did you have fun playing the game (activity)? Why or why not?” 

• A response of “I didn’t get the puzzle at the beginning” was coded as negative attitude. In contrast, a response of “Yes, I had fun playing the game because on the game we had to find the circles” was coded as positive attitude.

Attitudes

0

10

20

30

40

50

60

70

80

90

100

Game Activities

Percent of Subjects

Event

Negative Neutral Positive

Game recommendations from students

• Provide instructions for the game.

• Provide hints for the game.

• Add more levels, more “monsters,” and more disks to find.

Teacher Survey Summary

• Teachers found the game “interesting” and “challenging” or “fun”. Some were worried that players did not really understand what they were doing because the content was implicit instead of explicit.

• Teachers agreed unanimously that students were “very engaged” with the game as well as the activities provided.

• Teachers agreed that the game was very useful as a teaching tool but some wished there had been more opportunity for some instructions and “pre‐teaching.” 

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Teacher Survey Summary• Interestingly, some of the teachers were more interested in the “explicit” puzzle at the beginning of the game, and feared that the kids did not get much from the game. The outcomes reported above clearly show that the kids learned much from the game, and not much from the more “explicit” puzzle. 

• Most teachers (4 out of six) found the game would be very useful to help students understand the danger of loud sounds, but two of them felt that the kids did not necessarily understand the connection between loud sounds and hearing damage. 

• Most teachers (5 out of six) felt they would use the game in their classroom if available. One teacher was not sure how to integrate the game in the classroom.

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Summary

• Serious gaming looks promising as a means of understanding STEM concepts and hearing health concepts.

• Gaming requires a different approach to education; more implicit and less explicit content.

• Qualitative research design is useful for capturing the implicit knowledge. 

• Students and teachers respond positively towards the use of Song of the Starbird in classrooms. 

Future Directions

• Phase II proposal underway to further develop and refine the game and associated learning activities. 

• Expand STEM concepts

• Stimulate STEM career interest

• Expand and build upon Hearing Health concepts

• Incorporate social behavior constructs and self‐efficacy

• Serious game will be designed to be an adjunct to classroom learning. 

• Program and game coaching by high school students

Acknowledgement:Graduate Research Assistants

Carla White, Kinzee Hubacek, Jen Ruths, Ashley Stumpf, Liz  Zakrzewski, Katy Hickey and Katie Steffens.

[email protected]

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