The Development of "Role-Playing Game for Healthy Life through Computed Virtual Reality in Dialogical Pattern" for Experiential Self Health
Project/Area Number |
13558021
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Research Category |
Grant-in-Aid for Scientific Research (B)
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Allocation Type | Single-year Grants |
Section | 展開研究 |
Research Field |
Educational technology
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Research Institution | St.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)
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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)
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Project Period (FY) |
2001 – 2002
|
Project Status |
Completed (Fiscal Year 2002)
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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)
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Keywords | Experiential 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.
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Report
(3 results)
Research Products
(8 results)