Making a Serious Game to Teach and Measure Age-Friendly Care

Making a Serious Game to Teach and Measure Age-Friendly Care

Jackson Fielder, Lead Game Developer; Mary Dolansky, Principal Investigator, JAHF Grant- Age-Friendly Health Systems; Ilona Seaman, Software Engineer; Brian Crick, Software Developer; Case Western Reserve UniversityHEALTHCARE

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In this session, we present a case study of the development of the Age-Friendly Health System (AFHS) Virtual Clinic. The presentation will include the design process and the changes made to improve the content and performance of the serious game that provides virtual education and competency measurement. The case study includes the four iterations of the development and the challenges addressed. Challenges include the difficulty in aligning the design with the intended workflow of the healthcare professional, coordination between disparate sets of content experts, and adequate and responsible preproduction practice. The case study also includes the steps taken to enhance the game particularly related to the user experience to enhance the game so it is more intuitively usable in the same manner that games-for-entertainment are. The approaches to designing a fun, game-like experience to an audience with wide disparities in their experience and expectations as an audience, as well as limited time available to play. Finally, we will discuss the evaluation used to validate the effectiveness of the game for data collection and evaluation of behavior change.

Attendee Benefits

The audience will learn how they can create engaging game products that are not just a run-of-the-mill learning module but a meaningful way to deliver education and competency assessment. The audience will learn about the feedback we received and how we responded to it. Feedback included cognitive load, focusing of game content on expectations, and re-centering mechanics and tracked variables on the learning material to be taught. The audience will benefit from a long-form analysis of how we responded to feedback on the first iteration of the product (virtual clinic scenarios) and integrated improvements into the second companion game which would later go on to serve the purposes of both versions(virtual clinic competency).

A handout that describes tips for receiving feedback and making improvements will be included.

Wed 12:00 am - 12:00 am
GAME / INSTRUCTIONAL DESIGN, HEALTHCARE