Involving students in the creation of their own games about a theme may enhance the interest toward the addressed topic, a sense of ownership and a better understanding of the value of what is learned. This paper presents the application of a Toolkit to Game Design in two Game Creation sessions with upper-secondary students. The Toolkit was developed in the context of the Gamers4Nature project and includes resources and tools designed to enhance the active participation of the youngest audience in game creation activities, while promoting environmental preservation and biodiversity conservation. The Toolkit to Game Design was used in two Game Design sessions organized with upper-secondary students (n=28). By using the Toolkit, 10 functional prototypes of digital games were created. Students enhanced the Toolkit’s ease of use, mentioned that it was an engaging approach to game creation and that its use promoted a more active way to addressed the educational content and the programming activity. Preliminary results indicate that the Toolkit can be seen as an engaging approach to game creation, able to be adopted in different upper-secondary and higher education disciplines and fields.
This study aimed to estimate the prevalence of risk factors for cardiovascular disease (CVD) and to assess the CVD risk (CVDRisk) in a sample of workers at a specific workplace: a higher education institution in Portugal. Data were collected using a questionnaire (e.cuidHaMUs.QueST®) with 345 HEI workers from June 2017–June 2018 with a high response rate (93.3%). Two constructs of risks for CVD were considered: (i) metabolic risk and hypertension (CVDRisk1); and (ii) modifiable behavioural risk (CVDRisk2). Logistic regression analyses were used to establish a relationship between risk indexes/constructs (CVDRisk1 and CVDRisk2) and groups of selected variables. The most prevalent CVD risk factor was hypercholesterolaemia (43.2%). Sixty-eight percent of participants were in the construct CVDRisk1 while almost half of the respondents were in CVDRisk2 (45.2%). The consumption of soft drinks twice a week or more contributed to a significantly increased risk of CVD in CVDRisk1. Lack of regular exercise and lack of daily fruit consumption significantly increased the risk of CVD in CVDRisk2. The challenge to decision makers and the occupational medical community is to incorporate this information into the daily practices of health surveillance with an urgent need for health promotional education campaigns in the workplace.
Background: The World Health Organization and the International Labour Organization recognize that workplace health is not only affected by occupational hazards, but is mainly affected by social determinants and individual factors. An accelerated rise in noncommunicable diseases has fostered the importance of creating supportive environments and encouraging healthy behaviours. Therefore, an operational approach to making workplaces healthy and sustainable is needed. This paper describes the development of an e-Health monitoring program entitled ‘Integrated eHealth Monitoring System for Health Management in Universities’ (e.cuidHaMUsTM) as a possible solution to that operational approach. Methods: We developed the program e.cuidHaMUsTM that proposes to detect risk behaviours related to noncommunicable diseases and to implement problem-solving measures by establishing a health-promoting workspace in a Portuguese higher education institution. Based on the ‘I-Change’ conceptual model, our program provides personalized feedback; improves health-related knowledge, attitude and good practices; and encourages actions to promote healthy lifestyles through individual health capacitation. Focusing on evaluation as an activity that generates knowledge, the e.cuidHaMUsTM program aggregates all the relevant health information, shares the results with decision-makers and evaluates health-related policy changes in the workplace. Discussion: This paper presents the design of the e.cuidHaMUsTM program, the development of an eHealth web platform to share information between the different stakeholders, and a questionnaire to evaluate the health status of higher education institution workers (e.cuidHaMUs.QueST®). Also, the procedures for data collection and analysis are outlined. The e.cuidHaMUsTM program can enhance health surveillance through cross-sectional and longitudinal studies and provide scientific evidence to support the envisioned interventions and promotions of healthy lifestyles. This program is an effort to incorporate a holistic culture of health-promoting workspace in higher education institution policies.
20 August 2022 in Interaction Design and Architecture(s)
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging students to develop their own games for learning. When research also mentions obstacles in involving students to explore educational contents through game design, this paper presents the Gamers4Nature Toolkit, an artifact developed to support the creation of digital environmental-related games by younger students with no experience in game design. The toolkit was used by 53 upper-secondary and 114 undergraduate students along several game creation sessions, leading to the development of 66 digital games. Findings indicate that the Toolkit was considered an engaging approach to game creation, making it a valuable resource to support educators in game design activities.
In a context where the involvement of youngers in the development of games is seen as an effective way to promote a deeper identification and engagement with the educational content, the Gamers4Nature project introduces a Toolkit designed to support youngsters in the creation of mobile digital games addressing environmental and biodiversity preservation. The Gamers4Nature Toolkit to Game Design includes a set of resources developed to support younger audiences in the creation of digital games: a Game Construction Cards Set, a Rapid Game Design Document and thematic cards, presented in a cardboard box. This paper reports on the methodological approach used for the design and evaluation of the Toolkit to Game Design. All resources were developed following a participatory design approach, with experts (n=18) and potential end-users (n=83) involved in the design and evaluation process. Preliminary results indicate that the Toolkit to Game Design is seen as an engaging and useful approach to game creation, able to be adopted in schools, Universities and environmental organizations activities.