Simulation and Gaming to Promote Health Education: Results of a Usability Test

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Bibliographic Details
Title: Simulation and Gaming to Promote Health Education: Results of a Usability Test
Language: English
Authors: Albu, Mihai, Atack, Lynda, Srivastava, Ishaan
Source: Health Education Journal. Mar 2015 74(2):244-254.
Availability: SAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com
Peer Reviewed: Y
Page Count: 11
Publication Date: 2015
Document Type: Journal Articles
Reports - Research
Tests/Questionnaires
Education Level: Two Year Colleges
Higher Education
Postsecondary Education
Descriptors: Health Education, Simulation, Usability, Health Behavior, Health Promotion, Physical Activity Level, Physical Activities, Health Related Fitness, Computer Simulation, Computer Games, Computer Software Evaluation, Protocol Analysis, Interviews, Exercise Physiology, Feedback (Response), Rehabilitation Programs, Participant Observation, Participant Satisfaction, Community Colleges, Foreign Countries, Heuristics
Geographic Terms: Canada (Toronto)
DOI: 10.1177/0017896914532623
ISSN: 0017-8969
Abstract: Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose of the present study was to develop an exercise simulation called "BringItOn", which is targeted towards individuals who need to increase their physical activity for health, recovery or rehabilitation. "BringItOn" is a video-based simulation in which individuals use a Kinect system to capture their movements as they exercise. Design: A usability study was conducted to examine software ease of use and perceived usefulness. An expert heuristic evaluation was completed by a software engineer, and user testing was conducted using the think-aloud method, observation, survey and interviews. Results: The majority of participants were very enthusiastic about the exercise simulation's potential to encourage exercise and activity. Three major benefits of the simulation were identified: (1) it promotes proper exercise technique; (2) individualised feedback similar to that received from a personal trainer was viewed as very motivating; (3) the software was "game like", and made exercising fun. Conclusion: The simulation system has considerable potential as a component in an integrated rehabilitation programme for patients or as a health promotion activity for individuals. The results shed light on key components that health educators should look for in simulations if they hope to maximise user motivation and encourage a positive changes in health behaviour.
Abstractor: As Provided
Number of References: 32
Entry Date: 2015
Accession Number: EJ1052409
Database: ERIC
Description
Abstract:Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose of the present study was to develop an exercise simulation called "BringItOn", which is targeted towards individuals who need to increase their physical activity for health, recovery or rehabilitation. "BringItOn" is a video-based simulation in which individuals use a Kinect system to capture their movements as they exercise. Design: A usability study was conducted to examine software ease of use and perceived usefulness. An expert heuristic evaluation was completed by a software engineer, and user testing was conducted using the think-aloud method, observation, survey and interviews. Results: The majority of participants were very enthusiastic about the exercise simulation's potential to encourage exercise and activity. Three major benefits of the simulation were identified: (1) it promotes proper exercise technique; (2) individualised feedback similar to that received from a personal trainer was viewed as very motivating; (3) the software was "game like", and made exercising fun. Conclusion: The simulation system has considerable potential as a component in an integrated rehabilitation programme for patients or as a health promotion activity for individuals. The results shed light on key components that health educators should look for in simulations if they hope to maximise user motivation and encourage a positive changes in health behaviour.
ISSN:0017-8969
DOI:10.1177/0017896914532623