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2016 Fiscal Year Final Research Report

Applying gamification learning theory to the development of dietary and drug education literacy

Research Project

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Project/Area Number 25293119
Research Category

Grant-in-Aid for Scientific Research (B)

Allocation TypePartial Multi-year Fund
Section一般
Research Field Medical sociology
Research InstitutionNiigata University

Principal Investigator

SUMIYOSHI Tomoko  新潟大学, 医歯学系, 教授 (50293238)

Co-Investigator(Kenkyū-buntansha) 田中 美央  新潟大学, 医歯学系, 助教 (00405052)
岡崎 章  拓殖大学, 工学部, 教授 (40244975)
菊池 司  東京工科大学, メディア学部, 准教授 (60327997)
坂本 信  新潟大学, 医歯学系, 教授 (80215657)
Project Period (FY) 2013-04-01 – 2017-03-31
Keywordsゲーミフィケーション学習 / Augmented Reality / デジタルコンテンツ / 食育教材
Outline of Final Research Achievements

We have developed digital contents using Augmented Reality as learning materials that incorporate game elements through playing for children who are in hospital. These learning materials allow children to learn in a 3D visual environment while operating an iPad mini on their ward in an exploratory manner. Both a sense of fun and achievement were obtained from impression evaluation for parents and children on a mock ward. From re-test results two weeks later, there was a trend of children remembering the position of characters who had appeared in AR through the explanation of their healthcare professional.
The above suggests that there is high potential for knowledge to become fixed with the gamification method even some time after subject children learned contents independently while playing and using their bodies actively with the gamification learning method.

Free Research Field

小児看護学

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Published: 2018-03-22  

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