CHAPTER


DOI :10.26650/B/ET07.2022.012.13   IUP :10.26650/B/ET07.2022.012.13    Full Text (PDF)

Health Education: Gamification, Health Literacy, and the New Era; Metaverse

Ekrem KutbayNilgün Bozbuğa

Health is the combination of knowledge, attitudes, behaviors, values, and rules. In the development and protection of health, the participation of the owner of the health is necessary and one protects one’s health best. Health literacy is the ability of the person to read, understand, and use health information to make effective and appropriate decisions about health. Health literacy is defined by the World Health Organization (WHO) as the cognitive and social skills that determine the motivation and ability of individuals to access, understand and use information through the means that help individuals maintain and contribute to their health. Besides, WHO suggests that individuals should make use of integrative education environments in which they can actively participate and benefit from developments, new concepts, and methods in the field of education in order to increase their health literacy levels. Gamified systems are examples of some methods that can be used for these purposes. Gamification is an innovative approach that provides opportunities to increase learner motivation by providing rewarding systems and competitive elements with digital game design techniques, providing more effective, productive, and attractive experiences in learning processes, providing a dedication to processes, facilitating deep learning and recall of important information with positive behavior changes, and increasing concentration. In gamification, rewarding systems and competitive elements used in games are used with digital game design techniques to make the learning process more efficient. Basic game mechanics such as feedback, reward, progress development, and socialization are used in gamification. Gamification should be considered as a new approach that can be used to ensure the sustainability of learners’ motivation and learning concentration and learning experiences in e-learning processes that will enable learners to have more meaningful learning experiences by using motivation-enhancing strategies in ensuring health literacy. Gamification has started to be used in many fields, especially in education and industry, since the second half of 2010. However, its implementation in the field of health has accelerated as of 2014. Today, it is possible to encounter examples of computer games specialized in a wide range of health-related areas. These areas include stroke, diabetes, Alzheimer’s disease, cardiovascular diseases, oncological diseases (cancer), chronic diseases, epidemic diseases, rehabilitation, physical activity, diet weight loss, personal hygiene, hand washing, drug use, medical treatment, and mental health diseases. However, according to our research, it has been determined that there are no serious games and gamified systems focused on health literacy. On the other hand, especially during the pandemic, with the acceleration of Metaverse platform applications, the use of gamification in education started to come to mind more and provided a new perspective for online education. In this context, effective use of health services individually and enhancement of the quality of life, increase of the level of social health development, decreasing the difference with developed countries, reducing the cost of health services and increasing the quality of health services will be possible through the use of gamification elements, health literacy education and awareness-raising.


DOI :10.26650/B/ET07.2022.012.13   IUP :10.26650/B/ET07.2022.012.13    Full Text (PDF)

Sağlık Eğitimi: Oyunlaştırma, Sağlık Okuryazarlığı ve Yeni Dönem; Öte Evren

Ekrem KutbayNilgün Bozbuğa

Sağlık bilgi, tutum, davranış, değer ve kurallar bütünüdür. Sağlığın geliştirilmesinde ve korunmasında sağlığın sahibinin katılımı gereklidir ve kişinin sağlığınıeniyikendisikorur. Sağlık okuryazarlığı, kişinin sağlıkla ilgili etkin ve uygun kararları verebilmesi için sağlık bilgilerini okuma, anlama ve kullanma yeteneğidir. Dünya Sağlık Örgütü (DSÖ, WHO) tarafından sağlık okuryazarlığı, sağlıklı olmayı sürdürme ve bu duruma katkıda bulunmayı sağlayan yollarla bireylerin bilgiye olan erişim, anlama ve kullanma yeteneği ile motivasyonunu belirleyen bilişsel ve sosyal beceriler olarak tanımlanmaktadır. Ayrıca DSÖ, bireylerin sağlık okuryazarlık düzeylerini artırmak için aktif olarak dahil olabildikleri bütünleştirici eğitim ortamlarından yararlanılmalı ve eğitim alanındaki gelişmelerden, yeni kavram ve yöntemlerden faydalanılmalı, önerisinde bulunmaktadır. Oyunlaştırılmış sistemler bu amaçlar için kullanılabilecek yöntemlere örnek olarak gösterilebilir. Oyunlaştırma, ödüllendirme sistemleri ve rekabet unsurlarını dijital oyuntasarımteknikleriylekullanarak, öğrenmesüreçlerindedahaetkili, verimli ve çekici deneyimler sağlayarak öğrenen motivasyonunu arttırma, süreçlere adanmışlık sağlama, olumlu yönde davranış değişikliği ve konsantrasyon artışıyla derin bir öğrenme ve önemli enformasyonu hatırlamayı kolaylaştırma olanakları sunan yenilikçi bir yaklaşımdır. Oyunlaştırmada, öğrenme sürecini daha verimli hale getirmek amacıyla oyunlarda kullanılan ödüllendirme sistemleri ve rekabet unsurları, dijital oyun tasarım teknikleri ile kullanılır. Oyunlaştırmada geri bildirim, ödül, ilerleme-gelişme ve sosyalleşme gibi temel oyun mekaniklerinden faydalalanılır. Oyunlaştırma, sağlık okuryazarlığının sağlanmasında öğrenenlerin motivasyon artırmaya yönelik stratejiler kullanarak, öğrenenlerin daha anlamlı öğrenme deneyimleri yaşayabilmelerine olanak sağlayacak, e-öğrenme süreçlerinde öğrenenlerin motivasyon ve öğrenme konsantrasyonları ile öğrenme deneyimlerinin sürdürülebilirliğini sağlamak için kullanılabilecek yeni bir yaklaşım olarak değerlendirilmelidir. Oyunlaştırma 2010’ların ikinci yarısından itibaren özellikle eğitim ve endüstri alanlarında olmak üzere birçok alanda kullanılmaya başlanmıştır. Ancak sağlık alanına uygulanması 2014 yılı itibariyle hız kazanmıştır. Günümüzde sağlıkla ilgili çok çeşitli alanda özelleşmiş bilgisayar oyunu örnekleri ile karşılaşmak mümkündür. Bu alanlar inme, diyabet, Alzheimer Hastalığı, kardiyovasküler hastalıklar, onkolojik hastalıklar (kanser), kronik hastalıklar, epidemik hastalıklar, rehabilitasyon, fiziksel aktivite, diyet-kilo verme, kişisel hijyen, el yıkama, ilaç kullanımı, tıbbi tedavi ve akıl sağlığı hastalıkları gibi konular üzerine yoğunlaşmaktadır. Ancak araştırmalarımıza gore özellikle sağlık okuryazarlığı odaklı ciddi oyun ve oyunlaştırılmış sistemlerin bulunmadığı tespit edilmiştir. Diğer taraftan özellikle pandemi döneminde öte evren (metaverse) platformu uygulamalarının hız kazanmasıyla oyunlaştırmanın eğitimde kullanımı daha çok akıllara gelmeye başlayıp, çevrimiçi eğitim için yeni bir bakış açısı sağlamıştır. Bu bağlamda, oyunlaştırma unsurlarının kullanılması, sağlık okuryazarlığı eğitimi ve farkındalığın arttırılmasıyla bireysel olarak sağlık hizmetlerinden etkin bir şekilde yararlanılması ve yaşam kalitesinin yükselmesi, toplumsal olarak sağlık gelişmişlik düzeyinin artması ile gelişmiş ülkelerle farklılığın azalması, sağlık hizmetleri maliyetinin düşürülmesi ve sağlık hizmetlerinin kalitesinin yükseltilmesi sağlanabilecektir.



References

  • Aljassim, N., & Ostini, R. (2020). Health literacy in rural and urban populations: A systematic review. Patient education and counseling, 103(10), 2142-2154. google scholar
  • Akl, E. A., Pretorius, R. W., Sackett, K., Erdley, W. S., Bhoopathi, P. S., Alfarah, Z., & Schünemann, H. J. (2010). The effect of educational games on medical students’ learning outcomes: a systematic review: BEME Guide No 14. Medical teacher, 32(1), 16-27. google scholar
  • Andrews A. Serious games for psychological health education. In: Shumaker R, editor. Virtual and Mixed Reality — Systems and Applications. Berlin, Heidelberg: Springer (2011). p. 3-10. google scholar
  • Andrews, C., Southworth, M. K., Silva, J. N., & Silva, J. R. (2019). Extended reality in medical practice. Current treatment options in cardiovascular medicine, 21(4), 1-12. google scholar
  • Alahâivâlâ, T., & Oinas-Kukkonen, H. (2016). Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International journal of medical informatics, 96, 62 70. google scholar
  • Arnab, S., Dunwell, I., & Debattista, K. (2013). Serious games for healthcare: Applications and implications. Medical Information Science Reference. google scholar
  • Berkman, N.D., Sheridan, S.L., Donahue, K.E., Halpern, D.J., &Crotty, K. (2011). Low Health Literacy and Health Outcome: An Updated Systematic Review. Annals of Internal Medicine, 155(2): 97-107. google scholar
  • Bozbuğa N. (2022). Tıp alanında inovasyon ve telesağlık. Dijital Psikiyatri. Türkiye Klinikleri, 1-6. Online ISBN 978-625-401-648-6 google scholar
  • Brach, C., Keller, D., Hernandez, L.M., Baur, C., Parker, R., Dreyer, B., Schyve, P., Lemerise, A.J., & Schillinger, D. (2012). Ten Attributes of Health Literate Health Care Organizations. Discussion Paper, Institute of Medicine (IOM), Washington, DC. google scholar
  • Butt, A. L., Kardong-Edgren, S., & Ellertson, A. (2018). Using game-based virtual reality with haptics for skill acquisition. Clinical Simulation in Nursing, 16, 25-32. google scholar
  • Charlier, N., Zupancic, N., Fieuws, S., Denhaerynck, K., Zaman, B., & Moons, P. (2015). Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta analysis. Journal of the American Medical Informatics Association, 23(1), 230-239. google scholar
  • Chen, L. C. (2010). Striking the right balance: health workforce retention in remote and rural areas. google scholar
  • Chesney, T., Coyne, I., Logan, B., & Madden, N. (2009). Griefing in virtual worlds: causes, casualties and coping strategies. Information Systems Journal, 19(6), 525-548. google scholar
  • Christopoulos, A., Mystakidis, S., Pellas, N., & Laakso, M. J. (2021). ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers, 10(8), 92. google scholar
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. google scholar
  • Corti, K. (2006). Games-based Learning; a serious business application. Informe de PixelLearning, 34(6), 1-20. google scholar
  • Davaris, M. T., Bunzli, S., Dowsey, M. M., & Choong, P. F. (2021). Gamifying health literacy: how can digital technology optimize patient outcomes in surgery? ANZ Journal of Surgery. google scholar
  • De Ottawa, C. (1986). Primeiraconferenciainternacionalsobrepromoçâo da saude. Ottawa, novembro de. google scholar
  • Demirer, V., & Erbaş, Ç. (2015). Mobil artırılmış gerçeklik uygulamalarının incelenmesi ve eğitimsel açıdan değerlendirilmesi. Mersin Üniversitesi Eğitim Fakültesi Dergisi, 11(3). google scholar
  • Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12). Vancouver BC, Canada. google scholar
  • Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of applied educational technology, 4(1), 21-31. google scholar
  • Dorman, K., Satterthwaite, L., Howard, A., Woodrow, S., Derbew, M., Reznick, R., & Dubrowski, A. (2009). Addressing the severe shortage of health care providers in Ethiopia: bench model teaching of technical skills. Medical education, 43(7), 621-627. google scholar
  • Duke, R., & Greenblat, C. (1981). Principles and practices of gaming simulation. Beverly Hills: Sage. google scholar
  • Easley, D., & Ghosh, A. (2016). Incentives, gamification, and game theory: an economic approach to badge design. ACM Transactions on Economics and Computation (TEAC), 4(3), 1-26. google scholar
  • Hammer, J. & Lee, J. (2011). Gamification in Education: What, How, Why Bother. Academic Exchange Quarterly, 15(2). google scholar
  • Haruna, H., Zainuddin, Z., Okoye, K., Mellecker, R. R., Hu, X., Chu, S. K. W., & Hosseini, S. (2021). Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences. Interactive Learning Environments, 1-19. google scholar
  • Haux, R. (2010). Medical informatics: past, present, future. International journal of medical informatics, 79(9), 599-610. google scholar
  • Henderson, S. J., & Feiner, S. K. (2007). Augmented reality for maintenance and repair (armar). Columbia Univ New York Dept of Computer Science. google scholar
  • HLS-EU CONSORTIUM. (2012). Comparative Report of Health Literacy in Eight EU Member States. The European Health Literacy Survey HLS-EU. google scholar
  • Jaynes, C., Seales, W. B., Calvert, K., Fei, Z., & Griffioen, J. (2003, May). The Metaverse: a networked collection of inexpensive, self-configuring, immersive environments. In Proceedings of the workshop on Virtual environments 2003 (pp. 115-124). google scholar
  • Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet interventions, 6, 89-106. google scholar
  • Jordan, J.E., Buchbinder, R., Briggs, A.M., Elsworth, G.R., Busija, L., Batterham, R. & Osborne, R.H. (2013). The Health Literacy Management Scale (HeLMS): A Measure of an Individual’s Capacity to Seek, Understand and Use Health Information within the Healthcare Setting. Patient Education and Counseling, 91(2): 228-235. google scholar
  • Joshua, J. (2017). Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash. Interdisciplinary Literary Studies, 19(1), 17-47. google scholar
  • Kickbusch, I., Pelikan, J. M., Apfel, F., & Tsouros, A. (2013). Health literacy. WHO Regional Office for Europe. google scholar
  • Kramer, M.H., Bauer, W., Dicker, D., Durusu-Tanriover, M., Ferreira, F., Rigby, S.P., Roux, X., Schumm-Dra-eger, P.M., Weidanz, F., & van Hulsteijn, J.H.; on behalf of the Working Group on Professional Issues, European Federation of Internal Medicine (EFIM) (2014). The Changing Face of Internal Medicine: Patient Centred Care. European Journal of Internal Medicine, 25(2):125-127. google scholar
  • Krath, J., Schurmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. google scholar
  • Kuehn, B. M. (2007). Global shortage of health workers, brain drain stress developing countries. JAMA, 298(16), 1853-1855. google scholar
  • Lau, H. M., Smit, J. H., Fleming, T. M., & Riper, H. (2017). Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta analysis. Frontiers in psychiatry, 7, 209. google scholar
  • Logishetty, K., Rudran, B., & Cobb, J. P. (2019). Virtual reality training improves trainee performance in total hip arthroplasty: a randomized controlled trial. The bone & joint journal, 101(12), 1585-1592. google scholar
  • Lin, A. J., Chen, M., & Cheng, F. F. (2016). Game for Health Professional Education. International Journal of Information and Education Technology, 6(12). google scholar
  • Lopez, A. D., Mathers, C. D., Ezzati, M., Jamison, D. T., & Murray, C. J. (Eds.). (2006). Global burden of disease and risk factors. The World Bank. google scholar
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin. google scholar
  • Milanesi, M., Guercini, S., & Runfola, A. (2022). Let’s play! Gamification as a marketing tool to deliver a digital luxury experience. Electronic Commerce Research, 1-18. google scholar
  • Mubin, O., Alnajjar, F., Jishtu, N., Alsinglawi, B., & Al Mahmud, A. (2019). Exoskeletons with virtual reality, augmented reality, and gamification for stroke patients’ rehabilitation: Systematic review. JMIR rehabilitation and assistive technologies, 6(2), e12010. google scholar
  • Mukhtar, K., Javed, K., Arooj, M., & Sethi, A. (2020). Advantages, Limitations and Recommendations for online learning during COVID-19 pandemic era. Pakistan journal of medical sciences, 36(COVID19-S4), S27. google scholar
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497. google scholar
  • Mystakidis, S., Christopoulos, A., & Pellas, N. (2021). A systematic mapping review of augmented reality applications to support STEM learning in higher education. Education and Information Technologies, 1-45. google scholar
  • Palmer, D., Lunceford, S., & Patton, A. J. (2012). The engagement economy: how gamification is reshaping businesses. Deloitte Review, 11, 52-69. google scholar
  • Park, S., & Kim, S. (2022). Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability, 14(3), 1361. google scholar
  • Read, J. L., & Shortell, S. M. (2011). Interactive games to promote behavior change in prevention and treatment. Jama, 305(16), 1704-1705. google scholar
  • Ricciardi, F., & De Paolis, L. T. (2014). A comprehensive review of serious games in health professions. International Journal of Computer Games Technology, 2014. google scholar
  • Sardi, L., Idri, A., & Fernandez-Aleman, J. L. (2017). A systematic review of gamification in e-Health. Journal of biomedical informatics, 71, 31-48. google scholar
  • Schoenfeld, A. H. (2016). Learning to think mathematically: Problem solving, metacognition, and sense making in mathematics (Reprint). Journal of education, 196(2), 1-38. google scholar
  • Schultheis, M. T., & Rizzo, A. A. (2001). New directions for rehabilitation: virtual reality technology. Rehabilitation Psychology, 23(3), 296-311. google scholar
  • Sorensen, K., Broucke, S.V., Pelikan, J.M., Fullam, J., Doyle, G., Slonska, Z., Kondilis, B., Stoffels, V., Osborne, R.H., & Brand, H. (2013). Measuring Health Literacy in Populations: Illuminating the Design and Development Process of the European Health Literacy Survey Questionnaire (HLS-EU-Q). BMC Public Health, 13:948. google scholar
  • Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ... & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 1. google scholar
  • Stokel-Walker, C. (2021). Facebook is now Meta-but why, and what even is the metaverse? New Scientist, 252(3359), 12. google scholar
  • Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview. google scholar
  • Thatcher, D. C. (1990). Promoting learning through games and simulations. Simulation & Gaming, 21(3), 262273. google scholar
  • Van der Merwe, D. (2021, October). The metaverse as virtual heterotopia. In 3rd world conference on research in social sciences. google scholar
  • Wenzler, I. (2009). The ten commandments for translating simulation results into real-life performance. Simulation Gaming, 40(1), 98-109. google scholar
  • Wiederhold, B. K. (2022). Metaverse Games: Game Changer for Healthcare? Cyberpsychology, Behavior, and Social Networking, 25(5), 267-269. google scholar
  • Winthrop, R. (2020). COVID-19 is a Health Crisis. So Why is Health Education Missing from Schoolwork. google scholar
  • Willis, C.D., Saul J.E., Bitz J, Pompu, K., Best, A., & Jackson, B. (2014). Organizational Capacity to Address Health Literacy in Public Health: A Rapid Realist Review. Public Health. google scholar
  • World Health Organization (1978). Declaration of Alma-Ata International Conference on Primary Health Care, Alma-Ata, USSR. google scholar
  • World Health Organization (1986). The Ottawa Charter for Health Promotion, First International Conference on Health Promotion, Ottawa. google scholar
  • World Health Organization. (2011). Transformative scale up of health professional education: an effort to increase the numbers of health professionals and to strengthen their impact on population health. google scholar
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. “ O’Reilly Media, Inc.”. google scholar


SHARE




Istanbul University Press aims to contribute to the dissemination of ever growing scientific knowledge through publication of high quality scientific journals and books in accordance with the international publishing standards and ethics. Istanbul University Press follows an open access, non-commercial, scholarly publishing.