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The pandemic outbreak of COVID-19 has highlighted an urgent need for infectious disease education for K-12 students. To gather a better understanding of what educational interventions have been conducted and to what effect, we performed a scoping review. We identified and examined 23 empirical researcher- and teacher-designed studies conducted in the last 20 years that have reported on efforts to help K-12 students learn about infectious diseases, with a focus on respiratory transmission. Our review shows studies of educational interventions on this topic are rare, especially with regard to the more population-scale (vs. cellular level) concepts of epidemiology. Furthermore, efforts to educate youth about infectious disease primarily focused on secondary school students, with an emphasis on interactive learning environments to model or simulate both cellular-level and population-level attributes of infectious disease. Studies were only mildly successful in raising science interest, with somewhat stronger findings on helping students engage in scientific inquiry on the biology of infectious diseases and/or community spread. Most importantly, efforts left out critical dimensions of transmission dynamics key to understanding implications for public health. Based on our review, we articulate implications for further research and development in this important domain.more » « less
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Researchers and educators have identified an urgent need for more rigorous teaching and learning about epidemiology topics and practices, such as engaging in behaviors that prevent the spread of viral disease such as COVID-19. Responding to this need, we designed a virtual epidemic as a special event hosted in a virtual world. In this paper we share the strategic, tactical, and detailed design of the SPIKEY-20 virtual epidemic and data that reflects back on the design in terms of player participation. Reflecting on the design, we ask: What kinds of players participated in the SPIKEY-20 virtual epidemic? How did players engage in designed activities (i.e., preventive measures, information seeking)? In what ways were players influenced by the concurrent real world pandemic of COVID-19? In the discussion we consider the potential connection points between real-life and virtual public health behaviors, new possibilities of classroom participation and teacher support for such a virtual event, and future design considerations for virtual epidemics.more » « less
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In this paper, we share the design of a virtual epidemic with recognizable similarities to the real-life COVID-19 pandemic in order to engage children and youth in seeking information about the outbreak and practicing usage of personal protection equipment. In our research we sought to create a safe space in the virtual world, Whyville, for youth to “play” with serious topics of infection, asymptomatic disease transmission, prevention measures, and research and reporting of public health information. We examined the logfiles of 1,022 youth aged 10-18 years (mean = 13.7 years) who participated in an outbreak of a virtual virus, SPIKEY-20, in October and November 2020. Analyzing log files, we found that player engagement in productive infectious disease practices increased, including information seeking as well as purchases and usage of personal protective equipment during the virtual epidemic. In the discussion, we address the potential for virtual epidemics to provide a safe, playful space to practice and learn how to productively confront infectious disease and build promising connections between virtual and real-life epidemics.more » « less
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