TY - GEN
T1 - Increasing STEM career interest in middle schoolers through a health-Themed serious game
AU - Emihovich, Benjamin
AU - Roque, Nelson
AU - Criley, Williams
AU - Criley, Richard
AU - Criley, Stuart
AU - Alagoz, Jasmine
AU - Vukanovic-Criley, Jasminka
N1 - Publisher Copyright:
© 2025 Dechema e.V.. All rights reserved.
PY - 2025
Y1 - 2025
N2 - The U.S. continues to face a shortage of students entering Science, Technology, Engineering, and Mathematics (STEM) careers, including healthcare professions. Developing and strengthening a pipeline of programs, starting as early as middle school, to engage students in STEM and explore future STEM careers leading into higher education is a critical need. Game-based learning (GBL) offers a promising approach to spark interest in STEM fields, especially when classroom access to careers or real-world contexts is limited. One solution is the use of a well-designed, online, scalable serious game that empowers students to explore different health science careers otherwise inaccessible to typical middle schoolers. This study examines the educational impact of End of Imperial, a serious online medical mystery game that allows students to roleplay as police detectives solving a fatal crash while collaborating with science and healthcare professionals. During gameplay, students identify clues and solve challenges across multiple settings, from the crash site to the hospital and beyond. Middle school students from three distinct school environments urban public, urban charter, and suburban public played the game and completed a post-survey capturing changes in STEM career interest and health-related behaviours. Data collection used a 5-point Likert scale (1 = strongly disagree to 5 = strongly agree) to measure impressions immediately after gameplay. "Interest" was a measure of interest in health and science careers; "learning" measured self-perceived learning gains. Results across all locations showed a significant increase in health and science career interest. Students not only enjoyed the game but also reported substantial learning gains and increased confidence in science. In addition, students awareness of healthy sleep habits, a key theme in the mystery, was increased. The game s community-based character representation, realistic narrative, and immersive roleplay contributed to engagement and learning. Findings suggest that serious games can positively influence middle school learners attitudes toward STEM careers and personal health decisions when designed with authenticity and social relevance in mind. Overall, results indicated that the interactive game was well-received, playable across diverse communities, and strongly increased students interest in STEM careers.
AB - The U.S. continues to face a shortage of students entering Science, Technology, Engineering, and Mathematics (STEM) careers, including healthcare professions. Developing and strengthening a pipeline of programs, starting as early as middle school, to engage students in STEM and explore future STEM careers leading into higher education is a critical need. Game-based learning (GBL) offers a promising approach to spark interest in STEM fields, especially when classroom access to careers or real-world contexts is limited. One solution is the use of a well-designed, online, scalable serious game that empowers students to explore different health science careers otherwise inaccessible to typical middle schoolers. This study examines the educational impact of End of Imperial, a serious online medical mystery game that allows students to roleplay as police detectives solving a fatal crash while collaborating with science and healthcare professionals. During gameplay, students identify clues and solve challenges across multiple settings, from the crash site to the hospital and beyond. Middle school students from three distinct school environments urban public, urban charter, and suburban public played the game and completed a post-survey capturing changes in STEM career interest and health-related behaviours. Data collection used a 5-point Likert scale (1 = strongly disagree to 5 = strongly agree) to measure impressions immediately after gameplay. "Interest" was a measure of interest in health and science careers; "learning" measured self-perceived learning gains. Results across all locations showed a significant increase in health and science career interest. Students not only enjoyed the game but also reported substantial learning gains and increased confidence in science. In addition, students awareness of healthy sleep habits, a key theme in the mystery, was increased. The game s community-based character representation, realistic narrative, and immersive roleplay contributed to engagement and learning. Findings suggest that serious games can positively influence middle school learners attitudes toward STEM careers and personal health decisions when designed with authenticity and social relevance in mind. Overall, results indicated that the interactive game was well-received, playable across diverse communities, and strongly increased students interest in STEM careers.
UR - https://www.scopus.com/pages/publications/105030210541
UR - https://www.scopus.com/pages/publications/105030210541#tab=citedBy
U2 - 10.34190/ecgbl.19.1.4098
DO - 10.34190/ecgbl.19.1.4098
M3 - Conference contribution
AN - SCOPUS:105030210541
T3 - Proceedings of the European Conference on Games-based Learning
SP - 261
EP - 270
BT - Proceedings of the European Conference on Games-based Learning
A2 - Sigurdardottir, Helga Dis Isfold
A2 - Munkvold, Robin Isfold
PB - Dechema e.V.
T2 - 19th European Conference on Games Based Learning, ECGBL 2025
Y2 - 1 October 2025 through 3 October 2025
ER -