0000000000285194

AUTHOR

Takahiro Hara

Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…

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User-Centered Design of a Scenario-Based Serious Game: Game-Based Teaching of Future Healthcare

A scenario-based serious game for teaching about healthcare solutions was developed and tested in multiple iterations. The serious game captures the complexity of a real-world healthcare scenario, projecting it into a “scenario system” that can be accessed by the game participants to explore and experience the playthrough of a critical healthcare situation. The aim is to teach about existing health technology, and its uses and interactions between healthcare professionals, technologies, and patients. The platform for the serious game is mobile, such that different locations can be chosen for different scenarios. Actions of the participants trigger further actions, tasks, and storyline progr…

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High-Level Context Information for Tasks in Teaching

Tasks are often used in the teaching process. Using mobile and wearable technology, we created an application which uses sensors to support teachers in creating tasks with dependencies and feedback generation. However, in the field of sports education, a variety of non-measurable data can influence the training progress. This high-level context data can be gathered using human input. In this paper, we explain the task-based teacher supporting application and how it can be enriched with high-level context data. We use gamification for data collection and motivation of students. We conducted a survey about the acceptance of three different approaches in the field of skiing education. The surv…

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