Anurati Srivastva
Research Subjects
Research Interests
Anurati Srivastva has a total of 5 co-authors. Here are the top co-authors by number of shared publications:
- Matthew Farber
University of Northern Colorado
1 shared publication - Mayank Sharma
UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development, New Delhi, India
1 shared publication - Nandini Chatterjee Singh
UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development, New Delhi, India
1 shared publication - Robin Sharma
UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development, New Delhi, India
1 shared publication - Vignesh Mukund
UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development, New Delhi, India
1 shared publication
Latest Publications
- 1 February 2022
- Published by SAGE Publications in Games for Health Journal
- Vol. 11 (1) , 18-29
Effects of a Digital Game-Based Course in Building Adolescents’ Knowledge and Social-Emotional Competencies
Objective: The purpose of this study was to investigate the efficacy of a digital game-based course to build domain knowledge and social emotional competencies of empathy and compassion in adolescents. Materials and Methods: The study used a digital game Bury me, my Love with an accompanying course which was administered to 201 participants between ages 13–18 across United Arab Emirates (UAE) and India. Standardized self-reports were used to score participants on measures of knowledge and attitudes, empathy, and compassion before and after the intervention. Mixed analyses of variance were conducted with 1 between-subjects factor (gender) and 1 within-subjects factor (time) to determine the impact of the intervention, followed by post hoc t-tests. Results: Increased effects of intervention were obtained for both knowledge and social emotional learning in both UAE and India. Specifically, there was a significant increase in awareness of migration and refugees in both India (P < 0.001) and UAE (P < 0.001). Interesting effects of gender were seen in which females in both countries showed increases in compassion from others (P < 0.05). Conclusion: This study opens a new window in game-based learning. The design of a structured course with learning outcomes that are centered around a digital game establishes its potential to create engaging and accessible solutions to simultaneously build domain knowledge and social-emotional competencies in adolescents.
- 1 February 2022
- Published by SAGE Publications in Games for Health Journal
- Vol. 11 (1) , 18-29
Effects of a Digital Game-Based Course in Building Adolescents’ Knowledge and Social-Emotional Competencies
Objective: The purpose of this study was to investigate the efficacy of a digital game-based course to build domain knowledge and social emotional competencies of empathy and compassion in adolescents. Materials and Methods: The study used a digital game Bury me, my Love with an accompanying course which was administered to 201 participants between ages 13–18 across United Arab Emirates (UAE) and India. Standardized self-reports were used to score participants on measures of knowledge and attitudes, empathy, and compassion before and after the intervention. Mixed analyses of variance were conducted with 1 between-subjects factor (gender) and 1 within-subjects factor (time) to determine the impact of the intervention, followed by post hoc t-tests. Results: Increased effects of intervention were obtained for both knowledge and social emotional learning in both UAE and India. Specifically, there was a significant increase in awareness of migration and refugees in both India (P < 0.001) and UAE (P < 0.001). Interesting effects of gender were seen in which females in both countries showed increases in compassion from others (P < 0.05). Conclusion: This study opens a new window in game-based learning. The design of a structured course with learning outcomes that are centered around a digital game establishes its potential to create engaging and accessible solutions to simultaneously build domain knowledge and social-emotional competencies in adolescents.