scholarly journals Learning First Aid with a Video Game

2021 ◽  
Vol 11 (24) ◽  
pp. 11633
Author(s):  
Cristina Rebollo ◽  
Cristina Gasch ◽  
Inmaculada Remolar ◽  
Daniel Delgado

Any citizen can be involved in a situation that requires basic first aid knowledge. For this reason, it is important to be trained in this kind of activity. Serious games have been presented as a good option to integrate entertainment into the coaching process. This work presents a video game for mobile platforms which facilitate the formation and training in the PWA (Protect, Warn, Aid) first aid protocol. Users have to overcome a series of challenges to bring theoretical concepts closer to practice. To easily change the point of view of the game play, Augmented Reality technology has been used. In order to make each game looks different, neural networks have been implemented to perform the behavior of the Non-Playable Characters autonomous. Finally, in order to evaluate the quality and playability of the application, as well as the motivation and learning of content, several experiments were carried out with a sample of 50 people aged between 18 and 26. The obtained results confirm the playability and attractiveness of the video game, the increase of interest in learning first aid, as well as the greater fixation of the different concepts dealt with in the video game. The results support that this application facilitates and improves the learning of first aid protocols, making it more enjoyable, attractive, and practical.

Author(s):  
Jorge Brandão ◽  
Tiago Ferreira ◽  
Vítor Carvalho

For bringing together the capacity to inform, educate, and train their users through the interaction with the player and simulation environments very close to reality (in which the acquisition of new skills is the primary goal and fun to play secondary), serious games became the ideal tool for health applications and training military personnel as well as for improving their techniques. In this chapter, a general point of view is presented regarding the use of serious games in the military industry and health. Moreover, it also discusses what serious games are and in which areas they can be applied, which steps a serious game development involves, as well as which platforms and technologies can be used in its development. A description on successful military serious games is also provided, as well as the results of an interview with the psychologists of the Association “ENCONTRA-SE” (Oporto, Portugal) about the use of health serious games as a therapy for patients with mental illnesses.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Energies ◽  
2021 ◽  
Vol 14 (4) ◽  
pp. 1138
Author(s):  
Rocio de la Torre ◽  
Bhakti S. Onggo ◽  
Canan G. Corlu ◽  
Maria Nogal ◽  
Angel A. Juan

The prevailing need for a more sustainable management of natural resources depends not only on the decisions made by governments and the will of the population, but also on the knowledge of the role of energy in our society and the relevance of preserving natural resources. In this sense, critical work is being done to instill key concepts—such as the circular economy and sustainable energy—in higher education institutions. In this way, it is expected that future professionals and managers will be aware of the importance of energy optimization, and will learn a series of computational methods that can support the decision-making process. In the context of higher education, this paper reviews the main trends and challenges related to the concepts of circular economy and sustainable energy. Besides, we analyze the role of simulation and serious games as a learning tool for the aforementioned concepts. Finally, the paper provides insights and discusses open research opportunities regarding the use of these computational tools to incorporate circular economy concepts in higher education degrees. Our findings show that, while efforts are being made to include these concepts in current programs, there is still much work to be done, especially from the point of view of university management. In addition, the analysis of the teaching methodologies analyzed shows that, although their implementation has been successful in favoring the active learning of students, their use (especially that of serious games) is not yet widespread.


2010 ◽  
Vol 2 (2) ◽  
pp. 3483-3488 ◽  
Author(s):  
Hamed Sabri ◽  
Brent Cowan ◽  
Bill Kapralos ◽  
Mark Porte ◽  
David Backstein ◽  
...  

2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


2020 ◽  
Vol 20 (1) ◽  
pp. 95
Author(s):  
Mohamad Muspawi ◽  
Bradley Setiyadi ◽  
Gunawan Gunawan

The purpose and target of this study was to describe the efforts of the principal to improve the professional competence of teachers in Public Elementary School No. 162/I Bukit Sari Village, Maro Sebo District. The aspects studied included the efforts of the principal to improve teacher professional competence, as well as inhibiting factors. The author uses a qualitative approach and chooses the type of case study. The principal is a subject. The principal and teacher are the data sources used as sources of information. Data collection uses interview techniques and documentation studies. Analyzing data is done by reviewing, data reduction, presenting data, and verifying data to then draw conclusions. The technique of checking the validity of the data using source triangulation. The results of this study explain that the efforts of principals to improve teacher professional competencies are by implementing a coaching process and involving teachers in various educational activities and training, seminars, workshops, and Teacher Working Groups. The obstacles are: 1) Teachers and schools have difficulty accessing information because the internet connection or network is very slow. 2) There are still some teachers who do not understand the concept of interrelationship between subjects. Based on the results of the study it is recommended that: 1) The principal must be more active in developing all teaching staff. 2) Immediately resolve the problem of internet network connection and fulfill other supporting facilities. 3) Teachers must be able to use various learning methods. 


2018 ◽  
Vol 4 (4) ◽  
pp. 149-172 ◽  
Author(s):  
Liliane S. Machado ◽  
Thaise Kelly de Lima Costa ◽  
Ronei Marcos de Moraes

O desenvolvimento de aplicações computacionais deve ser guiado pelas necessidades do cliente, considerando todas as etapas do projeto de um software. Quando estas aplicações são voltadas para educação em saúde, observa-se a necessidade de abordar aspectos relacionados a pelo menos quatro áreas: educação, saúde, estatística e computação, evidenciando a necessidade de uma abordagem multidisciplinar para a produção de ferramentas efetivas e eficientes para os problemas a que se destinam. Este artigo apresenta e discute etapas consideradas fundamentais no processo de desenvolvimento de serious games e simuladores de treinamento para a saúde baseados em realidade virtual.   PALAVRAS-CHAVE: realidade virtual; jogos em saúde; serious games.     ABSTRACT The development of computer applications must be guided by clients’ needs and must consider all step of software project. It is necessary to integrate knowledge of four areas: education, health, statistics and computer science when those applications are for education in health what makes evident the need of a multidisciplinar approach for the production of effective and efficient tools for the purpose expected. This paper presents and discusses fundamental steps for the development of serious games and training simulators for health based on virtual reality   KEYWORDS: virtual reality; games for health; serious games.     RESUMEN El desarrollo de las aplicaciones informáticas debe guiarse por las necesidades de los clientes y debe considerar todos los pasos del proyecto de software. Es necesario integrar el conocimiento de cuatro áreas: educación, salud, estadística e informática cuando esas aplicaciones son para la educación en salud, lo que hace evidente la necesidad de un enfoque multidisciplinario para la producción de herramientas eficaces y efectivas para el propósito esperado. Este artículo presenta y discute los pasos fundamentales para el desarrollo de juegos serios y simuladores de entrenamiento para la salud basados en la realidad virtual.   PALABRAS CLAVE: realidad virtual, juegos para salud, serious games.  


Sign in / Sign up

Export Citation Format

Share Document