Planned Parenthood sexual health chatbot
Iceland went from 42% of its 15 and 16 year olds having been drunk in the past month in 1998 to only 5% in 2018. This change is a great case study in offering alternative behaviors and shifting social norms on a national scale.
Leveraging artificial intelligence (AI)–driven apps for health education and promotion can help in the accomplishment of several United Nations sustainable development goals. SnehAI, developed by the Population Foundation of India, is the first Hinglish (Hindi + English) AI chatbot, deliberately designed for social and behavioral changes in India. It provides a private, nonjudgmental, and safe space to spur conversations about taboo topics (such as safe sex and family planning) and offers accurate, relatable, and trustworthy information and resources.
From 10 to 25 is a collaborative storytelling game about the period of life we call adolescence. Players take on the role of a young person making their way through adolescence. Players combine the experiences life has dealt them with relationships and resources available in their community to tell a story about growing up. The game builds understanding of what adolescence is and what young people need to thrive.
Discarding classical solutions such as information campaigns, it offers a much simpler alternative: make the healthy options more tempting. How? By changing their names. Several research teams in the US have tried this strategy in various school canteens and they found that making the names “seductive”, catchy or funny can induce children to eat healthier.
The ARTSEDGE Role-Playing System is designed to teach students the process of creating a game, rather than focusing on game play. In this approach to the literary arts, students begin with an existing book or short story from the curriculum to create and present their own role-playing game (R.P.G.) using rules adapted from the Dungeons & Dragons 5th Edition Players Handbook. Educators use The ARTSEDGE Role-Playing System to guide students in groups of 3-6 through game ideation, world building, rule making, and game running, all based on the selected source material. Students are also encouraged to incorporate visual arts, music, and theatre into their presentations.
The small changes are often the ones that make a difference. Our guide presents effective, light-touch strategies to help your students get to and through college.
Teen vaping continues to rise across the country. Without effective intervention, we are facing a new generation of nicotine addiction. That’s why we feel it...
Our results indicated that 99.6% of the variability in adolescent girls’ satisfaction with life had nothing to do with how much they used social media.
Through June 2004, the campaign is unlikely to have had favorable effects on youths and may have had delayed unfavorable effects.
A National Survey Sponsored By Hopelab and Well Being Trust 2018