Educational Games & Health Sciences

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Educational Games & Health Sciences University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-04-18 Educational Games & Health Sciences Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Wehbe RR, Mathews FZ. (2017). Educational Games & Health Sciences. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/10.13028/5hgc-4k47. Retrieved from https://escholarship.umassmed.edu/ner/44 Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Educational Games & Health Sciences Rina R. Wehbe F. Zeb Mathews University of Waterloo & The Games Institute University of Tennessee Health Science Center Allison Herrera University of Massachusetts Medical School Outline Learning Objectives Overview & Introduction – 10 min Objectives: • Understand some of the benefits and advantages of game-based Rina Wehbe – 20 min learning Above Water • Better general understanding of the process of creating an educational game Zeb Mathews – 20 min • Become acquainted with 2 Pub Wizard educational games that intersect with health sciences Game Exercise – 20 min • Analyze a NIH or NLM endorsed Wrap Up – 10 min health sciences game Allison Herrera - Technology & Communications Coordinator The University of Massachusetts Medical School National Network of Libraries of Medicine, New England Region National Public Health Coordination Office Game Types Notable Terms Educational Games Games explicitly designed with educational purposes or have secondary educational value. Oregon Trail was produced by the Minnesota Educational Computing Consortium in 1974. Notable Terms Gamification The application of game-design elements and game principles in non-game contexts. Uber has used gamification to maximize their growth and reward drivers. https://www.nytimes.com/interactive/2017/04/02/tec hnology/uber-drivers-psychological-tricks.html?_r=0 Gamification vs Game Based Learning Infographic WHY GAMES? • GAMES AS EXPLORATORY “SAFE” SPACE • BUILT IN REWARD SYSTEMS • ACCESSIBLE LEARNING PLATFORM OPERATIONALIZED GAMES • GAMES WITH PURPOSE • SERIOUS GAMES _(SSB4) • PERSUASIVE GAMES Wii_Fit_Trainer / • GAMES FOR WELLBEING, MENTAL HEALTH, VS. EXCERGAMES ssbwiki.com EXAMPLES OF GAMES AND GAMIFICATION APPLICATIONS FOR HEALTH EDUCATION, EMPOWERMENT, OR EXPRESSION SUPER BETTER BY JANE MCGONIGAL www.superbetter.com Images from: https:// from: Images Screenshot of gameplay at http://www.depressionquest.com/ HTTP://PLAY.HCIGAMES.COM/ABOVEWATER/ CONTRIBUTIONS OF ABOVE WATER • EDUCATIONAL GAME NOT A TREATMENT • GAME CUSTOMIZED FOR ANXIETY AND PANIC DISORDER • TAKES ADVANTAGES OF SURFACES AND SPACES FOR PLAY • ESTABLISHES SOCIAL TIES • ALLOWS FOR TAKE-AWAY INFORMATION • DIRECTS PARTICIPANTS TO TRUST RESOURCES FUTURE WORK • CURRENTLY IN TESTING PHASE • CONDUCTING EXPERT REVIEW • PUBLISHING REFERENCES [1] M. V. BIRK, C. ATKINS, J. T. BOWEY, AND R. L. MANDRYK, “FOSTERING INTRINSIC MOTIVATION THROUGH AVATAR IDENTIFICATION IN DIGITAL GAMES,” COMPUT. HUMAN BEHAV., VOL. 55, PP. 207–213, 2016. [2] F. “FLOYD” MUELLER, M. R. GIBBS, AND F. VETERE, “TAXONOMY OF EXERTION GAMES,” PROC. 20TH AUSTRALAS. CONF. COMPUT. INTERACT. DES. HABITUS HABITAT - OZCHI ’08, NO. AUGUST, PP. 263–266, 2008. [3] A. K. PRZYBYLSKI, C. S. RIGBY, AND R. M. RYAN, “A MOTIVATIONAL MODEL OF VIDEO GAME ENGAGEMENT.,” REV. GEN. PSYCHOL., VOL. 14, NO. 2, PP. 154–166, 2010. [4] F. MUELLER, C. TOPRAK, E. GRAETHER, W. WALMINK, B. BONGERS, AND E. VAN DEN HOVEN, “HANGING OFF A BAR,” PROC. 2012 ACM ANNU. CONF. EXT. ABSTR. HUM. FACTORS COMPUT. SYST. EXT. ABSTR. - CHI EA ’12, P. 1055, 2012. [5] S. H. FAIRCLOUGH, “FUNDAMENTALS OF PHYSIOLOGICAL COMPUTING,” INTERACT. COMPUT., VOL. 21, NO. 1–2, PP. 133–145, JAN. 2009. [6] L. E. NACKE, M. KALYN, C. LOUGH, AND R. MANDRYK, “BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION,” PROC. SIGCHI …, 2011. [7] W. WEITEN AND D. MCCANN, PSYCHOLOGY THEMES AND VARIATIONS, 3RD CANADI. NELSON, 2012. [8] E. A. BOYLE, T. M. CONNOLLY, T. HAINEY, AND J. M. BOYLE, “ENGAGEMENT IN DIGITAL ENTERTAINMENT GAMES: A SYSTEMATIC REVIEW,” COMPUT. HUMAN BEHAV., VOL. 28, NO. 3, PP. 771–780, MAY 2012. [9] T. STACH, T. GRAHAM, J. YIM, AND R. RHODES, “HEART RATE CONTROL OF EXERCISE VIDEO GAMES,” PROC. GRAPH. …, 2009. REFERENCES [1] R. KAJASTILA, L. HOLSTI, AND P. HÄMÄLÄINEN, “THE AUGMENTED CLIMBING WALL: HIGH-EXERTION PROXIMITY INTERACTION ON A WALL-SIZED INTERACTIVE SURFACE,” PROC. 2016 CHI CONF. HUM. FACTORS COMPUT. SYST., PP. 758–769, 2016. [2] PAPASTERGIOU, M. (2009). EXPLORING THE POTENTIAL OF COMPUTER AND VIDEO GAMES FOR HEALTH AND PHYSICAL EDUCATION: A LITERATURE REVIEW. COMPUTERS & EDUCATION, 53(3), 603-622. IMAGE & MEDIA SOURCES: • HTTPS://ZOMBIESRUNGAME.COM/ • HTTPS://WWW.SSBWIKI.COM/WII_FIT_TRAINER_(SSB4) • HTTPS://WWW.SUPERBETTER.COM • HTTP://WWW.DEPRESSIONQUEST.COM/ CONFERENCES AND JOURNALS OF RELEVANCE: • HTTP://WWW.LIEBERTPUB.COM/OVERVIEW/GAMES-FOR-HEALTH-JOURNAL/588/ • HTTPS://GAMESFORHEALTH.ORG/CONFERENCES/ • CHI2017.ACM.ORG • CHIPLAY.ACM.ORG MY RESEARCH • [1] R. R. WEHBE, D. KAPPEN, D. ROJAS, M. KLAUSER, B. KAPRALOS, AND L. E. NACKE, “EEG-BASED ASSESSMENT OF VIDEO AND IN-GAME LEARNING,” PROC. CHI’13 EXT. ABSTR., 2013. • [2] R. R. WEHBE, J. ROBB, J. CLARKE, J. COSTA, AND L. E. NACKE, “DESIGN GUIDELINES FOR GAMIFYING READING APPLICATIONS,” IN IEEE GEM’ 14, 2014. • [3] R. R. WEHBE, D. K. WATSON, G. F. TONDELLO, M. GANABA, M. STOCCO, A. LEE, AND L. E. NACKE, “ABOVE WATER: AN EDUCATIONAL GAME FOR ANXIETY.,” IN CHI PLAY’16 EXTENDED ABSTRACTS, 2016. • [4] R. R. WEHBE, D. K. WATSON, G. F. TONDELLO, AND L. E. NACKE, “ABOVE WATER: EXTENDING THE PLAY SPACE FOR HEALTH,” IN PROCEEDINGS OF THE 2016 ACM ON INTERACTIVE SURFACES AND SPACES, 2016, PP. 497–499. • [5] R. R. WEHBE, “TOWARDS UNDERSTANDING THE IMPORTANCE OF CO-LOCATED GAMEPLAY,” IN PROC. CHI PLAY 2015, 2015, PP. 733– 738. • [6] R. R. WEHBE AND L. E. NACKE, “AN INTRODUCTION TO EEG ANALYSIS TECHNIQUES AND BRAIN-COMPUTER INTERFACES FOR GAMES USER RESEARCHERS,” PROC. DIGRA’13, 2013. • [7] J. P. COSTA, R. R. WEHBE, J. ROBB, AND L. E. NACKE, “TIME’S UP,” IN PROCEEDINGS OF THE FIRST INTERNATIONAL CONFERENCE ON GAMEFUL DESIGN, RESEARCH, AND APPLICATIONS - GAMIFICATION ’13, 2013, PP. 26–33. • [8] Z. O. TOUPS, N. K. CRENSHAW, R. R. WEHBE, G. F. TONDELLO, AND L. E. NACKE, “THE COLLECTING ITSELF FEELS GOOD: TOWARDS COLLECTION INTERFACES FOR DIGITAL GAME OBJECTS,” IN PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2016, PP. 276–290. ABOVE WATER DESIGN TEAM: RINA R. WEHBE, DIANE K. WATSON, GUSTAVO F. TONDELLO, MARIM GANABA, MELISSA STOCCO, ALVIN LEE, LENNART E. NACKE THANK YOU RINA R. WEHBE CHERITON SCHOOL OF COMPUTER SCIENCE & THE GAMES INSTITUTE UNIVERSITY OF WATERLOO, CANADA RINAWEHBE.COM [email protected] @RINARENE F. ZEB MATHEWS, MLIS ASSISTANT PROFESSOR AND RESEARCH AND LEARNING SERVICES LIBRARIAN UTHSC HEALTH SCIENCES LIBRARY Special thanks to Setphanie Kinsler – Embeded Librarian MHIM 609 - concepts of research methodology Sajeesh Kumar – Informatics Professor Video Game Planning factors to consider 1. Game purpose Teach, Assess, Reinforce? 2. Target audience Undergrads, grad students, adult learners? 3. Technology Needs/Concerns/Limitations What tools will be needed to create the game? What platform/container to store game? How will game be distributed? Where will data be stored? Can it be easily collected? Student privacy concerns? 4. How can I measure game Effectiveness? User surveys? Analyze gameplay data? Game Creation: Unity Game Engine 2d and 3d game creation capabilities free to use option Editor- create dynamic virtual worlds in a rich, graphical user interface Scripting of events in the virtual world is used to create gameplay elements Cross platform tool- publish your work on MANY different platforms such as HTML5, PC, Mac, Android, Apple App, etc. Collaboration features- collaborate with project members online Graphic Elements Photoshop –edit finished image files Illustrator, Inkscape(free), etc.- 2d vector graphics creation software SpriterPro – 2d animation suite has features that integrate with unity brashmonkey.com ($60) Texture Packer –take sprites from an animation and makes sprite sheets you can use in unity (has a free version) Creative Commons licensed resources Video game implementation - Audio Initially wanted to record my own audio to narrate the game but due to time limitations that did not happen. (maybe for future projects) Exclusively used creative commons licensed resources for Music and Sound effects. Web Hosting/Data Collection GoDaddy.com – Zmtestservers.com Web hosting services and domain name Data collection –MySQL servers, create a MySQL database, and then run php scripts to record data Gameplay Data Data Recorded: Player score for each module Time spent playing each module Number
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