Game-based learning as a promoter for positive health behaviours in young people

Wilson, A.S. (2014) Game-based learning as a promoter for positive health behaviours in young people. In: Cases on the Societal Effects of Persuasive Games. IGI Global, pp. 71-93. ISBN 9781466662070 (ISBN); 1466662069 (ISBN); 9781466662063 (ISBN)

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Abstract

Maintaining the healthcare of young people living with long-term medical conditions is dependent upon them acquiring a range of self-care skills. Encouraging them to attain these as well as assessing their competency in them beyond the healthcare setting is challenging. The development of educational computer games like Health Heroes, Re-Mission, and Sparx have been shown to successfully improve self-care, communication, and adherence to medicines in young patients. Therefore, this medium might be an alternative means for delivery of healthcare information. In this chapter, we propose that by encapsulating healthcare processes in Game-Based Learning (GBL) either by computer games or by applying the principles of gamification, a more fun, structured, and objective process would be created, one to which young people can relate. The framework we suggest will provide doctors with an insight into how GBL could be used positively in a healthcare setting as well as provide a basis for application to other disciplines where knowledge and skill acquisition can be challenging. © 2014 by IGI Global. All rights reserved.

Item Type: Book Section
Subjects: G400 Computer Science
Divisions: UoA Collections > UoA11: Computer Science and Informatics
Faculty of Computing, Engineering and the Built Environment
Faculty of Computing, Engineering and the Built Environment > School of Computing and Digital Technology
Faculty of Computing, Engineering and the Built Environment > School of Computing and Digital Technology > Cyber Security
Depositing User: Yasser Nawaz
Date Deposited: 18 Jul 2016 11:54
Last Modified: 18 Jul 2016 11:54
URI: http://www.open-access.bcu.ac.uk/id/eprint/1857

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