Simulation and Gaming to Promote Health Education: Results of a Usability Test
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| 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 |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1052409 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: Ref Label: Number of References Group: RefInfo Data: 32 – Name: DateEntry Label: Entry Date Group: Date Data: 2015 – Name: AN Label: Accession Number Group: ID Data: EJ1052409 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1052409 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1177/0017896914532623 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 11 StartPage: 244 Subjects: – SubjectFull: Health Education Type: general – SubjectFull: Simulation Type: general – SubjectFull: Usability Type: general – SubjectFull: Health Behavior Type: general – SubjectFull: Health Promotion Type: general – SubjectFull: Physical Activity Level Type: general – SubjectFull: Physical Activities Type: general – SubjectFull: Health Related Fitness Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Computer Software Evaluation Type: general – SubjectFull: Protocol Analysis Type: general – SubjectFull: Interviews Type: general – SubjectFull: Exercise Physiology Type: general – SubjectFull: Feedback (Response) Type: general – SubjectFull: Rehabilitation Programs Type: general – SubjectFull: Participant Observation Type: general – SubjectFull: Participant Satisfaction Type: general – SubjectFull: Community Colleges Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Heuristics Type: general – SubjectFull: Canada (Toronto) Type: general Titles: – TitleFull: Simulation and Gaming to Promote Health Education: Results of a Usability Test Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Albu, Mihai – PersonEntity: Name: NameFull: Atack, Lynda – PersonEntity: Name: NameFull: Srivastava, Ishaan IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 03 Type: published Y: 2015 Identifiers: – Type: issn-print Value: 0017-8969 Numbering: – Type: volume Value: 74 – Type: issue Value: 2 Titles: – TitleFull: Health Education Journal Type: main |
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