Personal Feedback Intervention (PFI)
Student implemented computerized surveys with personalized feedback designed to create awareness of social norms surrounding students' alcohol and drug behaviors.
College Experience Survey (developed by I. Yanovitzky)
Used to assess alcohol and other drug use of college students.
Model Mentoring Program
CHI is based on a collaborative model that involves health educators, counselors, research faculty, and graduate students. In 1998, CHI began a mentoring project with Grand Valley State University in Michigan. Grand Valley State received a U.S. Department of Education models program award, in part, based on a the program CHI helped develop.
Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman. It was the first simulation/game developed at Rutgers to engage students in thinking about their drinking.
In the spring semester, 1997, Dr. Linda C. Lederman and her Health Communication Class designed the health campaign, LESS, which addressed the issue of excessive college drinking. The campaign was based on a harm-reduction model, which suggests a slow modification of behavior to reduce risk. The campaign was designed to provide students with behavioral choices, rather than telling them what to do.
The acronym "LESS" means:
LESS Risky + LESS Harmful + LESS Alcohol = List of Experienced Students’ Suggestions
Personal Report f Student Perceptions (PRSP)
The Personal Report of Student Perceptions (PRSP): A Drug and Alcohol Survey was created to collect quantitative data to validate focus group data gathered in the 1990's at Rutgers . The survey was conceived as a measure to examine student perceptions of normative drinking behaviors among college students and how these perceptions differ from actual drinking practices.
The survey was developed using questions previously incorporated in the 1987 Rutgers Student Alcohol and Drug Survey, relevant questions selected from the Campus Survey of Alcohol and Other Drug Norms (CORE), and newly developed questions to assess students' drinking behaviors and perceptions.
The survey was mailed to a random sample of 5,000 students enrolled at the New Brunswick and Newark Campuses of Rutgers University. Surveys were administered in Spring 1998 and Spring 2000.
Getting college students to learn about the realities associated with excessive drinking is a challenge facing many colleges and universities today. To achieve this end, students participating in the semester-long Lindlee Enterprises organizational simulation designed the RU Aware? campaign. Before designing the campaign, the students first learned about excessive alcohol use.
This case study describes the use of an organizational simulation to provide increased awareness of alcohol use among a population - college students - for whom traditional non-experiential methods have not proved successful. The study describes the simulation and traces the exposure of students to alcohol-related information and experiences as they worked in the simulation to produce and deliver an alcohol awareness campaign for other students.
The research upon which this paper is based was funded in part by a grant from U.S. Department of Education, Fund for the Improvement of Post Secondary Education (FIPSE) and is based on contributions made to earlier drafts by Robert Homeyer, Adrienne DiMartini, and Cynthia Rohde, Rutgers University, and Michael Goodstadt, Toronto, Canada.
Let’s Talk About It
Let's Talk About It is an activity designed to provoke discussion and self-awareness about drinking-related behaviors and perceptions among college students. It is an interactive simulation/game that encourages discussion of alcohol-related choices and behaviors among students and their peers. A manual describes the simulation and provides instructions for its use. Step-by-step guides for setting up the simulation and a detailed debriefing guide are also included so that facilitators will be able to talk with students about their experiences and how these experiences apply to their everyday lives. In addition, a CD-ROM with Powerpoint slides containing game scenarios is available.
Based on the RU SURE Game of Choices and Consequences (Lederman, Stewart, Laitman, Goodhart, & Powell, 2002), it focuses on typical alcohol-related decisions faced by college students and the potential for dangerous consequences related to those decisions.
Let's Talk About has been updated to not only reflect contemporary choices facing college students but to extend previous games by including fact-based information and incorporating individual response technology. While in many ways the alcohol-related scenarios and choices presented in the simulation have not changed over the years since the original design, we have recognized the influence of widely held myths and misperceptions about drinking on students' drinking-related decisions and have included fact-based information to increase students' knowledge and to counter this misinformation.