Development of a virtual home visit serious game for physiotherapy students to use when formulating a falls risk management plan for an older adult

T. Petta, Danny Stefanic, G. Mulvey, T. Redwood, L. Bainbridge, A. Furness
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Abstract

A virtual home visit serious game was developed to give students a "picture" of the processes around the aims of a home visit and to provide them with an authentic experience where they needed to gather information in order to formulate a falls risk management plan for a client. A key factor in terms of the development of the game was to make it easily accessible to students with minimum requirements from technological support and to be available on desktop, tablet and mobile devices. One hundred and forty-seven (41 males and 106 females) third year physiotherapy students enrolled in physiotherapy courses at Curtin University Perth WA played the virtual home visit serious game in order to gather the appropriate data to formulate a falls risk management plan for the client The virtual home visit serious game was developed using HTML5. It does not need any plugin or extra downloads. It can be played on desktop, tablet, mobile and virtual reality devices. Students access the serious game from the Moodle Learning Management System allowing tracking of student engagement. The virtual home visit provides students with an experience of the processes involved when undertaking a home visit where the aim of the visit is to assess the older client for their risk of falling. While playing the game, students are required to gather information about the client and the hazards and falls risks within her home and then use this information to formulate a falls risk management plan. Students also were required to identify the type of hazards and risks in order to gain points toward a game score. Students had the opportunity to play the game 3 times to either gain as much information as possible or to gain a higher score. Data indicated that students found it easy to access the virtual home visit serious game via Moodle Learning Management System and that there were very few technological issues that needed to be solved in a timely fashion in order for students to complete the learning tasks. The administration of the game from an academic perspective also required very little assistance from technical support. Feedback indicated that the virtual home visit serious game assisted students with the application of theory to practice. Students were also asked to complete a survey that asked them about their use of computer and mobile devices and gaming behavior. Analysis of the technology survey indicated males (n=17) were more likely to play computer games to rate their computer skills higher in comparison to others of a similar age (n=15; 75%) than females (n=30; 60%). Even though females spent longer playing the game than males all students gathered appropriate amount of information in order to complete the falls risk management plan. Students found it easy to access the virtual home visit serious game via Moodle Learning Management System. There were very few technological issues that needed to be solved in a timely fashion in order for students to complete the learning tasks. The administration of the game from an academic perspective also required very little assistance from technical support. Feedback indicated that the virtual home visit serious game assisted students with the application of theory to practice. The virtual home visit serious game was easily administered to students and required minimal technology assistance and assisted with students' preparation for clinical placements.
开发一个虚拟家访严肃游戏,供理疗专业的学生在为老年人制定跌倒风险管理计划时使用
开发了一个虚拟家访严肃游戏,让学生们对家访的目标过程有一个“了解”,并为他们提供一个真实的体验,在那里他们需要收集信息,以便为客户制定跌倒风险管理计划。开发这款游戏的一个关键因素是让学生能够轻松地接触到它,并获得最低的技术支持,并且能够在台式机、平板电脑和移动设备上使用。147名(41名男性,106名女性)参加科廷大学理疗课程的三年级物理治疗学生玩了虚拟家访严肃游戏,以便收集适当的数据,为客户制定跌倒风险管理计划。虚拟家访严肃游戏使用HTML5开发。它不需要任何插件或额外的下载。它可以在台式机、平板电脑、手机和虚拟现实设备上播放。学生可以通过Moodle学习管理系统访问严肃游戏,从而跟踪学生的参与情况。虚拟家访为学生提供了在进行家访时所涉及的过程的体验,家访的目的是评估老年客户摔倒的风险。在玩游戏的过程中,学生需要收集有关客户的信息,以及她家中的危险和跌倒风险,然后利用这些信息制定跌倒风险管理计划。学生们还被要求识别危险和风险的类型,以获得游戏分数。学生们有机会玩三次游戏,要么获得尽可能多的信息,要么获得更高的分数。数据表明,学生发现通过Moodle学习管理系统访问虚拟家访严肃游戏很容易,并且很少有技术问题需要及时解决以使学生完成学习任务。从学术角度来看,游戏的管理也很少需要技术支持的帮助。反馈表明,虚拟家访严肃游戏有助于学生将理论应用于实践。学生们还被要求完成一项调查,询问他们使用电脑和移动设备以及玩游戏的行为。对技术调查的分析表明,男性(n=17)玩电脑游戏的可能性比同龄男性(n=15;75%)高于女性(n=30;60%)。尽管女性玩游戏的时间比男性长,但所有学生都收集了适当数量的信息,以完成跌倒风险管理计划。学生们发现通过Moodle学习管理系统可以轻松访问虚拟家访严肃游戏。为了让学生完成学习任务,几乎没有什么技术问题需要及时解决。从学术角度来看,游戏的管理也很少需要技术支持的帮助。反馈表明,虚拟家访严肃游戏有助于学生将理论应用于实践。这个虚拟家访严肃游戏对学生来说很容易管理,只需要很少的技术帮助,并帮助学生为临床实习做准备。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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