The simulation game "culture of prevention". How a serious game can help to raise awareness for one's own prevention culture

被引:0
作者
Kapp, Felix [1 ]
Rapp, Julia [1 ]
Rose, Julia [1 ]
Kruse, Linda [2 ]
Wetzstein, Annekatrin [3 ]
机构
[1] Tech Univ Dresden, Fak Psychol, Psychol Lehrens & Lernens, Zellescher Weg 17, D-01062 Dresden, Germany
[2] Good Evil GmbH, Cologne, Germany
[3] Deutsch Gesetzlichen Unfallversicherung IAG, Inst Arbeit & Gesundheit, Dresden, Germany
来源
PRAVENTION UND GESUNDHEITSFORDERUNG | 2018年 / 13卷 / 04期
关键词
Serious game; Simulation game; Learning; Prevention; Health;
D O I
10.1007/s11553-018-0655-0
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
BackgroundWithin serious games, in particular simulation games, have potential when it comes to teaching complex topics. Simulation games allow learners to explore the complex interplay of various variables. The current campaign of the German statutory accident insurance (DGUV; Deutsche Gesetzliche Unfallversicherung) addresses such acomplex topic in the field of prevention at work: one's own prevention culture.AimsBased on the goals of the current campaign (e.g., promoting aholistic approach with regard to safety and health in organizations), the aim of the present contribution is to describe how aserious game can help raise awareness for one's own prevention culture.ResultsThe article presents the concept of the simulation game culture of prevention (short working title simkult). In this multiplayer game, the player has the role of a restaurant manager who is responsible for the health and productivity of his employees. In this article, the core elements of the game, the implementation within teams, and preliminary results of the concept evaluation are presented and discussed.
引用
收藏
页码:298 / 304
页数:7
相关论文
共 15 条
  • [1] Abt C., 1971, ERNSTE SPIELE LERNEN
  • [2] Assessing the effectiveness of digital game-based learning: Best practices
    All, Anissa
    Castellar, Elena Patricia Nunez
    Van Looy, Jan
    [J]. COMPUTERS & EDUCATION, 2016, 92-93 : 90 - 103
  • [3] [Anonymous], 1948, PREAMBLE CONSTITUTIO
  • [4] A systematic literature review on serious games evaluation: An application to software project management
    Calderon, Alejandro
    Ruiz, Mercedes
    [J]. COMPUTERS & EDUCATION, 2015, 87 : 396 - 422
  • [5] Ehnes H., 2015, FACHKONZEPT NACHSTE
  • [6] Serious games effects: an overview
    Giessen, Hans W.
    [J]. INTERNATIONAL CONFERENCE ON NEW HORIZONS IN EDUCATION, INTE 2014, 2015, 174 : 2240 - 2244
  • [7] Serious games as new educational tools: how effective are they? A meta-analysis of recent studies
    Girard, C.
    Ecalle, J.
    Magnan, A.
    [J]. JOURNAL OF COMPUTER ASSISTED LEARNING, 2013, 29 (03) : 207 - 219
  • [8] Ke F., 2009, HDB RES EFFECTIVE EL, P1, DOI [10.4018/978-1-60960-195-9.ch701, DOI 10.4018/978-1-60960-195-9.CH701]
  • [9] Kerres M., 2009, MEDIENPADAGOGIK, P1, DOI [10.21240/mpaed/00/2009.08.25.X, DOI 10.21240/MPAED/00/2009.08.25.X]
  • [10] Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
    Merchant, Zahira
    Goetz, Ernest T.
    Cifuentes, Lauren
    Keeney-Kennicutt, Wendy
    Davis, Trina J.
    [J]. COMPUTERS & EDUCATION, 2014, 70 : 29 - 40