HEALPLUS
Teaching high school students first aid response through gamification
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Problem definition
Emergence accidents
Under different research we made about emergence accidents occurs worldwide, but people who get action faster for first aid to unintentionally injure are few. WHY??
The main problem :
First aid knowledge
Original article wrote by Methodology statistics by the international journal of caring science said that : It is obtained that the average age of the participants is 19.09 ± 1.12, 56.7 % of the students are female, 64.2% of the students had not taken any first aid courses or lecture before and 91.7 % of them did not have the first-aid certificate. There was a statistically significant difference between the knowledge levels of the students on different topics related to first aid and the previous education and course taking situations (p <0.05).
Example of challenges faced in different countries is like:
Securing participation: Taking part in the training diverted teachers from their everyday work and also put a burden on ONIE schools, which were required to use their budget to cover the cost of involvement.
Teacher turnover: Teachers (certified trainers) who led the CPR and choking first aid training had other responsibilities and, as a result of being overstretched, some discontinued participation.
Monitoring: It was necessary to set up a system to follow whether participating teachers carried out training with students and also whether they required any support.
Limited resources: A small number of districts did not have a sufficient amount of trained teachers and practice dummies. This presented a challenge; however, to address the issue, the Youth Bureau trained additional local teachers to support the certificated trainers and also lent out CPR dummies.
Reference:
http://www.internationaljournalofcaringsciences.org/docs/50_demirbaructu_original_10_3.pdf
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Our project
Team "Healplus" has the aim to ensure healthcare and well-being through education as SDGs 3 and SDGs 4 goal. We want to provide first aid courses for teenagers, especially for high school students through gamification and to make them engaged in the time of learning.
The center of our project is in goal three targets 3.4 and 3.6
3.4 By 2030, reduce by one-third premature mortality from non-communicable diseases through prevention and treatment and promote mental health and well-being.
3.6 By 2020, halve the number of global deaths and injuries from road traffic accidents.
Statistics show that :
Shocking case: According to Injury Facts 2017, choking is the fourth leading cause of unintentional injury death
Snakebite: Around 81 000 to 138 000 people die each year because of snake bites, and around three times as many amputations and other permanent disabilities are caused by snakebites annually.
Drowning: Drowning is the 3rd leading cause of unintentional injury death worldwide, accounting for 7% of all injury-related deaths.
Reference:
https://ourworldindata.org/causes-of-death
https://www.un.org/sustainabledevelopment/health/
https://www.who.int/news-room/fact-sheets/detail/drowning
WHO resolution agenda 72/31, state emergency and trauma care:
Emergency care systems for universal health coverage: ensuring timely care for the acutely ill and injured, this article said that " In several previous resolutions, the Health Assembly prioritized integrated service-delivery models and identified the lack of access to timely emergency care as a cause of extensive and serious public health problems."
Reference:
https://apps.who.int/gb/ebwha/pdf_files/WHA72/A72_31-en.pdf
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Feedback about the project:
For gamification it is better to pay attention to culture and dangers that exists in a setting.
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Our audience
Supportive document written by National education associative talked about brain development in young adolescence:
. " Although most people believe that cognitive development plateaus in early adolescence, current research shows that young adolescents go through tremendous brain growth and development. Far from being over the hill, they are just beginning to encounter the mountain."
Reference: http://www.nea.org/tools/16653.htm
The reason
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We created a website for Play-based Learning of Daily Life Healthcare. In this website, teenagers can imitate game examples, using provided tools to develop their games quickly. They can combine their living environment to choose a game topic about first aid, and learn from Playing. Through the website, they can gain the correct first aid knowledge and use games to help each other online. You can click the link: http://healplus.info to check the details
It's components
Project introduction part
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In the game,the role attributes are adjusted according to their physical condition. Players need to control the character to complete a journey. During the journey, they will encounter accidents that may occur on themselves or others. These accidents affect their role attributes such as HP. They need to save themselves and save other roles. When the end point is reached, the sum of the HP values of all rescued characters and their own characters is their score.
Through the game process, users can learn the correct first aid knowledge and have greater resilience.
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We wish to have down school as early adopters
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Individual:
Develop First Aid Skills & Confidence to take action in time of crisis
for high school students.
Raise awareness of first aid knowledge and prompt response.
Society:
Reduce death rate of unintentional injuries and the relevant medical cost
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