2020
DOI: 10.1109/tg.2020.3033437
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User-Centered Design of a Scenario-Based Serious Game: Game-Based Teaching of Future Healthcare

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Cited by 8 publications
(5 citation statements)
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References 14 publications
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“…This study demonstrated how UCD can be adapted to create therapeutic tools tailored to the specific needs of children with autism, highlighting the versatility and effectiveness of UCD in addressing diverse user requirements [9]. Schulz et al (2020) explored using UCD in developing scenariobased severe games for healthcare education [7]. Their findings support the notion that UCD can significantly improve serious games' usability and educational value by ensuring that the design process is informed by user input and real-world application scenarios.…”
Section: Related Workmentioning
confidence: 96%
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“…This study demonstrated how UCD can be adapted to create therapeutic tools tailored to the specific needs of children with autism, highlighting the versatility and effectiveness of UCD in addressing diverse user requirements [9]. Schulz et al (2020) explored using UCD in developing scenariobased severe games for healthcare education [7]. Their findings support the notion that UCD can significantly improve serious games' usability and educational value by ensuring that the design process is informed by user input and real-world application scenarios.…”
Section: Related Workmentioning
confidence: 96%
“…For example, through interactive games offering information and learning about taekwondo, users can practice basic techniques more engagingly [6]. Interactive games do not require the physical presence of the user [7], thereby increasing interactivity with the theoretical content of taekwondo in the game. Therefore, interaction design will focus on developing this movement training game, which teaches the theory of fundamental movements in taekwondo as a learning tool for junior high school students participating in taekwondo activities or interested in the sport.…”
Section: Introductionmentioning
confidence: 99%
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“…Gamification is being increasingly used in various domains ranging from skill identification in recruitment to building engaging course curricula in fields such as computer science, mathematics and biology (Kasahara, Sakamoto, Washizaki, & Fukazawa, 2019;Lo & Hew, 2020;Obaid, Farooq, & Abid, 2020;Schulz, Smaradottir, Prinz, & Hara, 2020;Siswati, Prihatin, Damayanti, Nafisah, et al, 2021). Students often show a keen interest in gamified approaches, and hence they are being explored to enhance traditional programming education (Aycock, Pitout, & Storteboom, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…ISP RAS, vol. 34, issue 3, 2022, pp [127][128][129][130][131][132][133][134][135][136][137][138][139][140][141][142][143][144].…”
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