A website for Play-based Learning of Daily Life Healthcare for high school Students.
Under different research we made about emergence accidents occurs worldwide but people who get action faster for first aid to unintentional injure are few. WHY??
The main problem :
First aid knowledge
Original article wrote by Methodology statistics by 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 have not taken any first aid courses or lecture before and 91.7 % of them did not have 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 difference countries are like:
Securing participation: Taking part in the trainings diverted teachers from their everyday work and also put a burden on ONIE schools, which were required to use their own 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 number of trained teachers and/ or practice dummies. This presented a challenge; however, to address issue the Youth Bureau trained additional local teachers to support the certificated trainers and also lent out CPR dummies.
Team "Healplus" has aim to ensure healthcare and well-being through education as SDG3 and SDG4 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 3 target 3.4 and 3.6
Statistics shows that :
WHO resolution agenda 72/31, state emergence and trauma care:
Feedback about the project:
For gamification it is better to pay attention to culture and dangers that exists in a setting.
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."
We created a website for Play-based Learning of Daily Life Healthcare. In this website, teenagers can imitate game examples ,using provided tools to create their own games easily.They can combine their living environment to choose game topic about first aid ,and learn from Playing. Through the website, they can learn 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
Project introduction part
Team introduction part
Introduction about first aid
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.