为公共卫生开发严肃游戏:COVID-19 检疫政策教育的参与式设计方法。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-15 DOI:10.2196/54968
Myunghwan Kwak, Byeong-Je Kim, Ji-Bum Chung
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引用次数: 0

摘要

背景:公共卫生教育在有效应对 COVID-19 等传染病方面发挥着至关重要的作用。然而,现有的教育材料往往只提供基础信息,而传统的集体教育由于社会疏远政策而面临挑战:针对这些差距,我们的研究引入了一款名为 "拉平曲线 "的严肃游戏。这种互动体验让学习者沉浸在检疫政策管理者的角色中,从而对社会隔离政策的影响和挑战有独特的见解:方法:游戏的开发遵循了 SERES 框架,确保了设计的科学性。为实现学习目标,游戏融入了学习和游戏机制,包括基于代理的感染模型、社会隔离政策模型和经济模型。在确定了科学和设计基础的广泛概念后,我们采用了参与式设计过程。这项研究包括 16 名本科生,历时一个学期。参与者玩了游戏,提供了反馈意见,并回答了调查问卷。在整个过程中,我们根据参与者的反馈对游戏进行了改进。根据设计、游戏和体验框架对参与者的反馈进行了分析。在活动前后进行了调查,并对调查进行了分析,以评估参与者对游戏的评价和满意度:该游戏成功地实现了学习目标,包括全面了解传染病的特征、疾病传播过程、检疫政策的必要性和有效性及其与经济因素之间的微妙平衡,以及平缓曲线的概念。为此,游戏包括以下内容:(1) 基于修改后的易感-暴露-感染-住院-康复(SEIHR)模型的代理感染模型,包含五种传染病情景;(2) 包含社会隔离、旅行控制和重症监护室管理的检疫政策模型;(3) 允许用户考虑检疫政策对社区经济影响的经济模型。根据参与式设计的反馈意见,对游戏进行了细致的修改,包括完善游戏系统、参数、设计元素、用户界面和互动。主要的反馈意见包括要求提供更多的场景和引人入胜而又简单的游戏元素,以及改进计分系统和设计功能的建议。值得注意的是,有人对结果评价系统(星级评价系统)的公平性表示担忧,认为该系统可能会鼓励优先考虑经济活动,而不是尽量减少人员伤亡。定量评估结果反映了参与者通过以学习者为中心的方法对游戏的积极评价:通过参与式设计方法开发的严肃游戏 "拉平曲线 "是公共卫生教育,特别是有关社会疏远政策的教育的重要工具。该游戏及其源代码可在网上公开获取,从而可广泛用于研究和教育目的。
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Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education.

Background: Public health education plays a crucial role in effectively addressing infectious diseases such as COVID-19. However, existing educational materials often provide only foundational information, and traditional group education faces challenges due to social distancing policies.

Objective: Addressing these gaps, our study introduces a serious game called "Flattening the Curve." This interactive experience immerses learners in the role of quarantine policy managers, offering unique insights into the effects and challenges of social distancing policies.

Methods: The development of the game adhered to the SERES framework, ensuring a scientifically designed foundation. To achieve its learning objectives, the game incorporated learning and game mechanics including an agent-based infection model, a social distancing policy model, and an economic model, which were developed based on previous literature. After defining a broad concept of scientific and design foundations, we used a participatory design process. This study included 16 undergraduates and took place over one semester. Participants played the game, gave feedback, and answered surveys. The game was improved based on participants' feedback throughout the process. Participants' feedback was analyzed based on the Design, Play, and Experience framework. Surveys were conducted before and after the activity and analyzed to assess participants' evaluation of and satisfaction with the game.

Results: The game successfully achieved its learning objectives, encompassing a comprehensive understanding of infectious disease characteristics; the disease transmission process; the necessity and efficacy of quarantine policies and their delicate balance with economic factors; and the concept of flattening the curve. To achieve this, the game includes the following: (1) an agent-based infection model based on the modified Susceptible-Exposed-Infectious-Hospitalized-Recovered (SEIHR) model with five infectious disease scenarios; (2) a quarantine policy model with social distancing, travel control, and intensive care unit management; and (3) an economic model that allows users to consider the impact of quarantine policies on a community's economy. In response to participatory design feedback, the game underwent meticulous modifications, including refining game systems, parameters, design elements, the user interface, and interactions. Key feedback included requests for more scenarios and engaging yet simple game elements, as well as suggestions for improving the scoring system and design features. Notably, concerns about the fairness of the outcome evaluation system (star rating system), which could incentivize prioritizing economic activity over minimizing casualties, were raised and addressed by replacing the star rating system with a progress-based vaccine development system. Quantitative evaluation results reflect participants' positive assessments of the game through the learner-centric approach.

Conclusions: The serious game "Flattening the Curve," developed through a participatory design approach, emerges as a valuable tool for public health education, particularly concerning social distancing policies. The game and its source code are openly accessible online, enabling widespread use for research and educational purposes.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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