Abstract
Today’s students, who are exposed to various kinds of death and loss through SNS and games, require education that responds to the changing ways of perceiving death and life in new media. Games as a form of active learning-type classes can be an educational method that responds to such contemporary situations. In this study, we measured the effects of an intervention using the "Giving Meaning to Loss Experience Scale" and the "Self-Growth Feeling Resulting Scale" on 115 students at X University in order to examine the effects of education through a game on the theme of death and loss. The results of a two-factor analysis of variance using the data of the responses before and after the experience of this game showed that "Giving Meaning to Loss Experience Scale" was significantly higher. In addition, the results of the simultaneous multipopulation analysis showed a different model for the groups with and without death learning experience, suggesting that the impact of games about death and loss such as this game differs depending on whether the group has or has not had a death learning experience.