scholarly journals Design and Development of a Safety Educational Adventure Game

Author(s):  
Feng-Kuang Chiang ◽  
Chun-Hao Chang ◽  
Danni Hu ◽  
Geran Zhang ◽  
Ying Liu

The lack of effective safety education training in curriculum design could expose children to serious safety accidents both in schools and at homes in China. To highlight the importance of safety education, this study was intended to design and implement an adventure video game (AVG) on mobile devices, hoping to improve children’s safety knowledge and skills through interactive gameplay. The proposed AVG app situated children in real dangerous circumstances through roleplaying and then engaged them in learning safety re-lated knowledge through case scenarios. To balance the entertainment and edu-tainment of the game, this app integrated theories of game design and child de-velopment to support its design rationale, including interface interaction and game badges. This app was evaluated through interviews and video analysis so that later improvements were made according to feedback from participants, parents and experts.

Author(s):  
Huibin Niu ◽  
Lefang Wang

In this paper, from the perspective of safety education, we focus on sports the optimization strategy of curriculum teaching is studied. This paper adopts the methods of questionnaire survey and control experiment. In the study, 770 students' acceptance of safety education and acceptance content were investigated. At the same time, the students were divided into control group and experimental group. In addition, we use the adjustment processing method to analyze the experimental data, through the analysis of the students' safety knowledge, obstacle ability, attitude and frequency of participating in sports activities, and the preferred sports project selection. The results show that 62.1% and 36.6% of the subjects in the control group like and prefer to participate in sports activities, while 75.4% and 81.6% of the subjects in the experimental group like to participate in sports activities and prefer to participate in sports activities, Therefore, safety education can not only help students acquire safety knowledge and skills, but also improve students' enthusiasm to participate in sports activities.


2020 ◽  
Vol 7 ◽  
pp. 17-27
Author(s):  
Eunjoo Oh

This paper aims to examine how universities prepare students for meeting the job needs in the 4th industrial revolution society and suggest a curriculum to meet the students’ needs. In order to achieve the research goal, a survey method was used. According to Wikipedia, the 4th industrial revolution consists of various technological components such as mobile devices, Internet of things Platforms, big data, and augmented reality. This study attempted to determine whether the university’s curriculum is designed to prepare students for obtaining the knowledge and skills necessary in society. It also examined how students perceive their abilities to handle technologies and get jobs in the changing society. Based on the data analysis, suggestions were made to adjust a curriculum design for future changes.


Author(s):  
Huni Mancini

This essay reviews Māori Pā Wars (2017), a te reo Māori mobile game developed for mobile devices by independent Māori-led video game company Metia Interactive. Through consideration of the historical struggle for cultural and te reo Māori revitalisation, this essay discusses the use of kaupapa Māori methodology to activate mātauranga Māori through gameplay. Situated within a wider global shift towards ‘indie’ game development and more pertinently ‘Indigenous game development,’ Māori Pā Wars is one of the first games to bring kaupapa Māori methodology to the interface of video game technology. Through analysis of game development methodology, mechanics, game design and the ubiquitous mobile medium, this essay outlines the ways Māori Pā Wars challenges a ‘literature of dominance.’ It concludes that the game borrows from remix and convergence cultures inherent to indie game development, thereby reflecting the way Māori technologies, social and political systems continue to adapt to a changing technological landscape.


2021 ◽  
Vol 3 (1) ◽  
pp. 29
Author(s):  
Xiaohe Wang

As guardians of young children, parents have the responsibility to protect their lives, improve their safety skills, and cultivate their safety awareness. This study investigated the current situation of children's safety education and found that the current family safety education has overprotection problems. There are still some problems in the time, content and methods of parents' safety education for their children. The main reason is that parents have deviations in the concept of safety education, parents have insufficient understanding of children's physical and mental characteristics, and lack the corresponding safety knowledge and skills. For this reason, the research puts forward corresponding tests and suggestions to solve this problem.


2021 ◽  
pp. 193229682110175
Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Noreen Kamal ◽  
Rebecca Ortiz La Banca ◽  
Lucila Castanheira Nascimento

Background: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors. Methods: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children’s learning needs and behaviors, that were considered to design The Heroes of Diabetes—the power of knowledge. Results: The results presented the process of designing 4 mini games with its description and theory foundation to reach children’s lack of understanding about T1D, insulin’s role, SMBG requirements, food groups and physical activity’s role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features. Conclusions: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


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.


Sign in / Sign up

Export Citation Format

Share Document