Henrique Mohallem Paiva , Claudio Fernando Andre , Cristina Pires Camargo , Julia Stateri , André Godoi Chiovato , Juliana Pereira Lisboa M. Paiva , Guilherme Lopes Carvalho
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引用次数: 0
Abstract
Contribution:
This paper discusses the development of a series of educational computer games aimed at raising awareness of burn prevention and first aid techniques. The project involved a collaboration between a computing faculty and a medical school, exploiting the expertise of both fields.
Background:
Burns represent a significant public health concern, with a disproportionate impact on low-income populations. Adequate knowledge of burn prevention and first aid is important in reducing their incidence and severity. Nevertheless, misconceptions and inadequate practices persist, highlighting the need for innovative educational approaches.
Research Question:
How can educational games effectively contribute to burn prevention and first aid awareness among adolescents and young adults?
Methodology:
The project engaged a group of 33 first-year computing students who were divided into five teams, each tasked with developing a game focusing on different aspects of burn prevention and first aid. The students received guidance from faculty members with expertise in various areas of computing and were supported by medical experts specializing in burns.
Findings:
Through iterative development, the teams successfully created a series of educational games targeting burn prevention and first aid. The games provide interactive learning experiences tailored to the adolescent and young adult audience, promoting accurate information and reducing myths surrounding burns. The collaboration between computer science and medical disciplines facilitated a comprehensive approach to game development, ensuring technical quality and medical accuracy combined with educational value.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.