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TickAttack! icon

TickAttack!

Evidence Tier:DOCUMENTED

Published in academic literature

For:General Public & Enthusiasts

App Summary

TickAttack! is an educational game from Drexel University College of Medicine designed to teach people of all ages how to prevent tick bites and the diseases they carry. The associated research explores the use of digital game-based learning in higher education, finding it can be a motivational strategy with positive learning outcomes. The authors conclude that such faculty-developed games represent a creative and positive solution for engaging learners in health education.

App Screenshots

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Detailed Description

Functionality & Mechanism

Developed by the Drexel University College of Medicine, TickAttack! is a public health tool that delivers pedagogical content on tick-borne disease prevention through a game-based learning interface. The system is designed for a broad audience and leverages interactive modules to instruct on tick identification, habitat awareness, and personal protective measures. The game-based format is engineered to reinforce key learning objectives and enhance knowledge retention regarding practices for preventing tick exposure and associated illnesses.

Evidence & Research Context

  • The application is an example of digital game-based learning (DGBL), a pedagogical approach documented in educational research to enhance learner motivation.
  • Associated research in higher education contexts explores the faculty experience of designing and implementing DGBL tools like TickAttack! as creative solutions to specific instructional challenges.
  • A multi-case study reports that educators adopting this modality are often intrinsically motivated and describe their implementation experiences as positive, with support from institutional administration and peers.

Intended Use & Scope

This tool is designed for the general public as a supplementary resource for public health education. Its primary utility is to disseminate foundational knowledge on tick-borne disease prevention in an engaging format. The application does not provide medical advice, diagnosis, or treatment and is not a substitute for consultation with a qualified healthcare professional.

Studies & Publications

1 publication

Peer-reviewed research associated with this app.

Qualitative Study

Getting Into the Game: an Explanatory Case Study to Examine The Experiences of Faculty Incorporating Digital Game Based Learning in Higher Education

Comunale et al. (2017) · Doctoral dissertation, Drexel University

Faculty who adopted game-based learning reported positive experiences during design and implementation phases.
Play learning is natural to all human beings and has been a part human culture since ancient time. Teaching children through games is widely accepted, but as we become adults, learning takes on a more serious construction. Research has shown that game based learning can be motivational and result in positive learning outcomes for all levels of learning. However, higher education has been slow to acceptance and use. By taking a closer look into the stories of early adopters that implemented digital games into higher education, this study utilized a multi-case study approach to understand the basis for the decision to use games, and the faculty experience during the game design and implementation phases. Results indicate that the higher education early adopter's decision to use games was a creative solution to resolve conflicts that occurred in their classrooms, and they were intrinsically motivated even though they would not necessarily consider themselves to be "gamers." Each participant received support from their administrators and peers and described their experience as positive. Recommendations for administrators and faculty interested in pursuing digital game based learning in higher education and for future research are provided.
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TickAttack!

Free