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The Development of "Role-Playing Game for Healthy Life through Computed Virtual Reality in Dialogical Pattern" for Experiential Self Health

Research Project

Project/Area Number 13558021
Research Category

Grant-in-Aid for Scientific Research (B)

Allocation TypeSingle-year Grants
Section展開研究
Research Field Educational technology
Research InstitutionSt.Luke's college of Nursing

Principal Investigator

KIKUTA Fumio  St.Luke's college of Nursing, Assist.Prof., 看護学部, 助教授 (60234184)

Co-Investigator(Kenkyū-buntansha) KATO Hiroshi  National Institute of Multimedia Education, Assist.Prof., 研究開発部, 助教授 (80332146)
NAGAOKA Keizo  National Institute of Multimedia Education, Prof., 研究開発部, 教授 (90127382)
FUKAYA Keiko  St.Luke's college of Nursing, Assist.Prof., 看護学部, 助教授 (00238445)
TAKIZAWA Toshiyuki  Ibaraki University, Faculty of Education, Prof., 教育学部, 助教授 (80222090)
Project Period (FY) 2001 – 2002
Project Status Completed (Fiscal Year 2002)
Budget Amount *help
¥15,100,000 (Direct Cost: ¥15,100,000)
Fiscal Year 2002: ¥4,100,000 (Direct Cost: ¥4,100,000)
Fiscal Year 2001: ¥11,000,000 (Direct Cost: ¥11,000,000)
KeywordsExperiential learning / Health Education / Computer game / Decision making
Research Abstract

The method of computer assisted health education is developing rapidly after 1970s. Nevertheless varieties of tool, a few model assisting decision making process exists. The purpose of this study is to systematically analyze the contents of "role-playing game for healthy life through computed virtual reality in dialogical pattern" and to make the prototype of a game. The game is respected to provide experiential self learning for health education oriented to decision making. With brain storming and KJ method (originated by Jiro KAWAKITA), the data concerned factor disturbing health behavior were abstracted by college students. For the consideration to realize the scenario of game story simulating behavior of the agent, the game contents map was constructed applied to the group ware "ANDO-KUN".
In development of a game, the support system of i-mode Java platform (J2ME), Borland Jbuilder7, and add-on software Jbuilder MobileSet were used, and it programmed on the screen of a personal computer in the environment which can be debugged so that it could be used from a cellular phone. Furthermore, in the process of Prototype creation of a game, the opportunity to take in a student's idea was prepared.

Report

(3 results)
  • 2002 Annual Research Report   Final Research Report Summary
  • 2001 Annual Research Report
  • Research Products

    (8 results)

All Other

All Publications (8 results)

  • [Publications] 菊田文夫, 深谷計子, 瀧澤利行, 舟生日出男, 加藤浩, 永岡慶三: "自己学習に活用できる「疑似生活体験型健康ゲーム」の開発"電子情報通信学会技術研究報告(教育工学). 101(609). 39-43 (2002)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      2002 Final Research Report Summary
  • [Publications] 菊田文夫, 瀧澤利行: "自己学習に活用できる「疑似生活体験型健康ゲーム」の開発"日本公衆衛生雑誌. 48(10)Suppl.. 273 (2001)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      2002 Final Research Report Summary
  • [Publications] 菊田文夫, 瀧澤利行: "自己学習に活用できる「疑似生活体験型健康ゲーム」の開発"日本公衆衛生雑誌. 49(10)Suppl.. 355 (2002)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      2002 Final Research Report Summary
  • [Publications] Fumio KIKUTA, Keiko FUKAYA, Toshiyuki TAKIZAWA, Hideo FUNAOI, Hiroshi KATO, Keizo NAGAOKA: TECHNICAL REPORT OF IEICE. ET2001-88(2002-01). 39-43 (2002)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      2002 Final Research Report Summary
  • [Publications] Fumio KIKUTA, Toshiyuki TAKIZAWA: JAPANESE JOURNAL OF PUBLIC HEALTH. 49(10)Suppl.. 355 (2002)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      2002 Final Research Report Summary
  • [Publications] 菊田文夫, 瀧澤利行: "自己学習に活用できる「擬似生活体験型健康ゲーム」の開発"日本公衆衛生雑誌. 49(10)Suppl.. 355 (2002)

    • Related Report
      2002 Annual Research Report
  • [Publications] 菊田文夫・深谷計子・瀧澤利行・舟生日出男・加藤浩・永岡慶三: "自己学習に活用できる「疑似生活体験型健康ゲーム」の開発"電子情報通信学会技術研究報告(教育工学). 101(609). 39-43 (2002)

    • Related Report
      2001 Annual Research Report
  • [Publications] 菊田文夫・瀧澤利行: "自己学習に活用できる「疑似生活体験型健康ゲーム」の開発"日本公衆衛生雑誌. 48(10)Suppl.. 273 (2001)

    • Related Report
      2001 Annual Research Report

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Published: 2001-04-01   Modified: 2016-04-21  

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