Literature DB >> 30012395

Herbopolis - A mobile serious game to educate players on herbal medicines.

Ryan Wei Xuan Ee1, Kai Zhen Yap1, Kevin Yi-Lwern Yap2.   

Abstract

BACKGROUND: Use of herbal medicines is common. There is a need for education in this area. Mobile games are useful educational tools for motivating learning. A mobile game on herbal medicines can potentially enhance players' herb-related knowledge. Our objective was to develop a mobile game to motivate players to learn more about herbal medicines.
METHODS: Game development comprised of storyboarding, user interface design, database development, server development and distribution. A pilot usability study was conducted for the game prototype. Data was gathered through user registration, background data collection and a post-game survey containing a quiz on herbs encountered in the game. Mann-Whitney U test, chi-squared test and Spearman's correlation coefficient were used for data analysis.
RESULTS: "Herbopolis" is an in-house developed mobile game of the simulation genre. Players are tasked to manage a city specializing in the production and sale of herbal products. Nineteen out of 24 participants downloaded and played the game, and completed the post-game survey. Heuristic evaluations for usability, playability and educability were generally positive. Strong positive associations were observed between player level (r = 0.810, p < 0.001) and gameplay time (r = 0.757, p < 0.001) with quiz scores. Female players scored higher in the quiz (p = .044), played for more days (p = .010) and attained higher levels (p = .010) than male players.
CONCLUSION: Players are motivated to learn about herb-related information through playing "Herbopolis". Our results support its use for improving knowledge on herbal medicines. Future game iterations to improve robustness and performance will likely to improve its reception and effectiveness in learning.
Copyright © 2018 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Complementary and alternative medicines; Herb-related knowledge; Herbal medicines; Herbopolis; Mobile game; Serious game

Mesh:

Substances:

Year:  2018        PMID: 30012395     DOI: 10.1016/j.ctim.2018.05.004

Source DB:  PubMed          Journal:  Complement Ther Med        ISSN: 0965-2299            Impact factor:   2.446


  4 in total

1.  Students' perceptions of an in-house developed pharmacy serious game for professional skills training.

Authors:  Kevin Yi-Lwern Yap; Shawn Ignatius Boon Heng Tan; Kai Zhen Yap; John Yin Gwee Yap
Journal:  BMJ Simul Technol Enhanc Learn       Date:  2020-09-03

2.  eHealth technologies assisting in identifying potential adverse interactions with complementary and alternative medicine (CAM) or standalone CAM adverse events or side effects: a scoping review.

Authors:  Jeremy Y Ng; Maryam Mooghali; Vanessa Munford
Journal:  BMC Complement Med Ther       Date:  2020-07-29

Review 3.  Game-Based Learning in Pharmacy Education.

Authors:  Julie H Oestreich; Jason W Guy
Journal:  Pharmacy (Basel)       Date:  2022-01-06

4.  Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics.

Authors:  Ghada Bawazeer; Ibrahim Sales; Huda Albogami; Ahmed Aldemerdash; Mansour Mahmoud; Majidah A Aljohani; Abdullah Alhammad
Journal:  BMC Med Educ       Date:  2022-04-11       Impact factor: 2.463

  4 in total

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