The Covid-19 Fighter: An Interactive Learning Platform

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Published Nov 6, 2021
P. K Parthasarathy Narinder Pal Singh Archana Mantri Amit Mittal

Abstract

Abstract

Purpose - Video games can be a powerful tool in helping doctors and the public cope with health problems as the coronavirus epidemic shows. The relationship between medicine and video games is growing tremendously[1]. In recent years medically realistic simulation and games have risen in popularity, as a goal of gamification is to transform the game design elements into a non-gaming world which turns a human engagement like motivation and performance in each activity[2]. It’s not surprising that gamification has branched out in the realm of the medical world. Many studies have stated that gamification is a generic construct, by avoiding those facts the game design elements have proven to be utilitarian in a diverse application. Different elements of game design have fulfilled the basic psychological needs of humans which have been practically proven in the medical field[3]. It is not exactly where anyone would expect to find teams of passionate game designers who are at the forefront of the fight against a global pandemic. The effectiveness of gaming-based training is determined by the psychological state of the person assigning the circumstance during the training.

 

Design/Methodology/approach - In this research paper, the researcher explores the importance of Game which emphasize awareness and experience through a series of questionnaires to assess the effective awareness of Covid through immersive technology because the immersive element plays a major role in the quality and success of awareness through Covid -19 Fighter a video games as an interactive learning platform.

 

Findings - Results showed that most people don’t know how to deal with an infected person, either they feel scared or deal without taking precautions. COVID-19 Fighter empowered with a virtual patient, where players can interact with it. Once the user will finish the FPS game, then he must find out the source of viruses that will be an AR-based virtual patient. The first step instruction will ask a user to give the mask to the infected person, in the second step it will ask to sanitize his body. In the third step, it will ask to hospitalize.

Originality/value - The research offers empirical evidence on the effectiveness of augmented reality based game approaches to increased reality in basic education in order to boost the awareness of individuals. The report also gives an example of good cross-cutting education materials that provide the player with a very valuable tool for understanding knowledge of Covid awareness by playing the Covid Fighter game.

How to Cite

P. K Parthasarathy, Singh, N. P. ., Mantri, A., & Mittal, A. . (2021). The Covid-19 Fighter: An Interactive Learning Platform. SPAST Abstracts, 1(01). Retrieved from https://spast.org/techrep/article/view/3095
Abstract 89 |

Article Details

References
References
[1] Baghaei, N., Nandigam, D., Casey, J., Direito, A., & Maddison, R. (2016). Diabetic mario: Designing and evaluating mobile games for diabetes education. Games for health journal, 5 (4), 270–278.
http://doi.org/10.1089/g4h.2015.0038

[2]Bhandar, T. R. (2013). Health system research: development, designs and methods. Journal of Health and Allied Sciences, 3(1), 68-72.
https://doi.org/10.37107/jhas.60

[3]Bower, M. (2017), "Technology-Enhanced Learning – Conclusions and Future Directions", Design of Technology-Enhanced Learning, Emerald Publishing Limited, Bingley, pp. 405-428.
https://doi.org/10.1108/9781787141827
Section
Gupta