5 research outputs found

    Using Mobile Devices as a Supportive Tool to Engage and Interest Young Students in e-Health

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    Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2019This thesis explores if mobile devices could be used as a supportive elementto engage and interest young students in e-health by developing a prototypeto handle simulations of e-health scenarios in a serious game setting. Theprototype was to be used as a supportive tool for the research projectHighSchool Students as Co-researchers in eHealth. An iterative design processwas deployed to develop the prototype, going through multiple steps periteration, focusing on design and development, testing, and evaluation. Theresults from all of the testing were examined, and compared with the researchquestions regarding whether or not mobile devices are useful as supportivetools to engage and interest students. It is hoped that the study encouragesfuture use of mobile devices in education and learning

    Using Mobile Devices as a Supportive Tool to Engage and Interest Young Students in e-Health

    Get PDF
    This thesis explores if mobile devices could be used as a supportive elementto engage and interest young students in e-health by developing a prototypeto handle simulations of e-health scenarios in a serious game setting. Theprototype was to be used as a supportive tool for the research projectHighSchool Students as Co-researchers in eHealth. An iterative design processwas deployed to develop the prototype, going through multiple steps periteration, focusing on design and development, testing, and evaluation. Theresults from all of the testing were examined, and compared with the researchquestions regarding whether or not mobile devices are useful as supportivetools to engage and interest students. It is hoped that the study encouragesfuture use of mobile devices in education and learning

    Scenario-based Serious Game to Teach about Healthcare

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    In this paper, we explore the concept of a scenario-based serious game for healthcare solutions. The complexity of the interactions and the multitude of actors is captured in a scenario, which is then played with the help of an additional game platform, here called “scenario system”. The platform allows high school students to play through a healthcare scenario, possibly including eHealth technology, thereby teaching them about interactions and technology used in modern healthcare. The mobile serious game is based on context and role-triggered tasks for the players so that the game is guided, but includes a certain dynamic and flexibility. The project contributes a method and a tool to use scenarios for user testing of eHealth systems and services as well as an alternative method for teaching the complex domain of eHealth systems to unfamiliar users (e.g. highschool students)
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