巴西统一卫生系统开放大学(UNA-SUS/UFMA)卫生培训中以人为中心的严肃游戏设计方法

L. Fadel, Daniella Rosito Michella Munhoz, C. Spinillo, A. E. Oliveira, Katherine Marjorie Mendonça de Assis, Dilson José Lins Rabêlo Júnior
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引用次数: 0

摘要

严肃游戏是基于专注于学习的游戏叙事的媒体。游戏的叙述会带来能够激发玩家参与和沉浸感的元素和机制。这是因为游戏是人类发展的一种常态,它将具有社会功能的文化活动形式化,具有丰富的意义。此外,游戏叙述中的可能性有助于构建更具参与性的情节,因为玩家可以在故事过程中积极行动。严肃游戏的叙述和参与对健康领域的远程学习至关重要。在巴西,统一卫生系统开放大学(UNA-SUS/UFMA)开发了严肃游戏,作为培训卫生专业人员的教育资源。本文介绍了临床案例游戏的设计过程,这是一款针对巴西医生的医疗条件诊断和治疗的严肃游戏。我们采用了多学科和以人为本的设计方法来开发游戏。它涉及到医生、教育工作者、It专业人员、信息设计师和游戏设计师,他们协调团队并平衡所涉及的动态,即叙述和游戏乐趣。所采用的方法包括一个讲习班;内容和原型制作;与用户进行原型测试;以及对游戏最终版本的改进。结果表明,关于健康的严肃游戏的叙事统一必须是连贯的,并突出了严肃游戏在教育过程中作为高潜力资源的相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Human Centred-Design Approach to a Serious Game in Health Training for the Open University of the Unified Health System (UNA-SUS/UFMA) in Brazil
A serious game is a media based on the narrative of a game focused on learning. The narrative of a game brings elements and mechanics that motivate the participation and engagement of the players. This is because games are a constant in human development as they formalize cultural activities with social function, being full of meanings. Moreover, the possibilities found in the game narratives contribute to the construction of more participatory plots, since the player can act actively in the course of the story. The narrative and engagement of serious games are of prime importance to distance learning in the health field. In Brazil, the Open University of the Unified Health System (UNA-SUS/UFMA) develops serious games as educational resources to train health professionals. This paper presents the design process of the Clinical Case Game, a serious game for diagnosis and treatment of medical conditions, addressed to doctors in Brazil. A multidisciplinary and human-centred design approach was adopted to develop the game. It involved medical doctors, educators, IT professionals, information designers and game designers, who coordinated the team and acted on the balance of the dynamics involved, that is, the narrative and playful pleasure. The methodology employed consisted of a workshop; content and prototype production; prototype testing with users; and refinements for the final version of the game. The results suggested that narrative unity must be coherent for serious games on health and highlight the relevance of serious games as high potential resources in the educational process.
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