Skip to main content

Designing a Mobile Learning Game to Investigate the Impact of Role-Playing on Helping Behaviour

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 8095))

Abstract

Despite research in mobile learning games has intensified over the last decade, there is relatively little research about how individual game mechanisms influence or change behaviour. This article aims at understanding the influence of the game mechanism role-playing and investigates how it can be used to alter behavioural intention. In order to do so, we designed a mobile learning game to train Basic Life Support (BLS) and Cardiopulmonary Resuscitation (CPR). With the game we aim at improving laymen’s willingness to help in case of emergency. First, we illuminate the strand of research related to role-playing in the context of BLS and bystander CPR. Second, we describe the pedagogical framework of the mobile learning game that was designed to train BLS and introduce the game engine this development is based on. Third, we present the results from a first prototype testing, which we carried out with medical professionals as well as laymen in order to test game-play usability and interface. This article concludes by outlining the experimental setting of an upcoming study, which will use the mobile learning game to evaluate the influence of the game mechanism role-playing on the willingness to provide bystander CPR in case of emergency.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Ajzen, I.: The theory of planned behaviour. Organizational Behaviour and Human Decision Process 50, 179–211 (1991)

    Article  Google Scholar 

  2. Axelsson, A., Herlitz, J., Fridlund, B.: How bystanders perceive their cardiopulmonary resuscitation intervention; a qualitative study. Resuscitation 47(1), 71–81 (2000)

    Article  Google Scholar 

  3. Bangor, A., Kortum, M., Miller, J.: Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. Journal of Usability Studies 4(3), 114–123 (2009)

    Google Scholar 

  4. Breckwoldt, J., Schlösser, S., Arntz, H.-R.: Perceptions of collapse and assessment of cardiac arrest by bystanders of out-of-hospital cardiac arrest (OOHCA). Resuscitation 80(10), 1108–1113 (2009)

    Article  Google Scholar 

  5. Brooke, J.: SUS - a quick and dirty usability scale. In: Usability Evaluation in Industry, pp. 189–194. Taylor & Francis, London (1996)

    Google Scholar 

  6. Burton, B.C.: Training done right. Occupational Health and Safety 71, 74 (2002)

    Google Scholar 

  7. Chamberlain, D.A., Hazinski, M.F.: Education in Resuscitation. In: An ILCOR Symposium Utstein Abbey Stavanger, Norway, June 22-24 (2001), http://circ.ahajournals.org/content/108/20/2575 , doi:10.1161/01.CIR.0000099898.11954.3B (retrieved November 12, 2012)

  8. Cho, G.C., Sohn, Y.D., Kang, K.H., Lee, W.W., Lim, K.S., Kim, W., Oh, B.J., Choi, D.H., Yeom, S.R., Lim, H.: The effect of basic life support education on laypersons’ willingness in performing bystander hands only cardiopulmonary resuscitation. Resuscitation 81(6), 691–694 (2010)

    Article  Google Scholar 

  9. Coolen, E.H.A.J., Loeffen, J.L., Draaisma, J.M.T.: Enhancing self-efficacy for paediatric resuscitation skills in the undergraduate medical curriculum. Resuscitation 81, 131–132 (2009)

    Article  Google Scholar 

  10. Coons, S.J., Guy, M.C.: Performing bystander CPR for sudden cardiac arrest: Behavioural intentions among the general adult population in Arizona. Resuscitation 80, 334–340 (2009)

    Article  Google Scholar 

  11. Cooper, S., Libby, J.: A review of educational issues in resuscitation training. J. Clin. Nursing 6, 5–10 (1997)

    Article  Google Scholar 

  12. Creutzfeldt, J., Hedman, L., Felländer-Tsai, L.: Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study. Scand. J. Trauma Resusc. Emerg. Med. 20(79) (2012), doi:10.1186/1757-7241-20-79

    Google Scholar 

  13. Crookall, D.: Serious Games, Debriefing, and Simulation/Gaming as a Discipline. Simulation & Gaming 41(6), 898–920 (2011)

    Article  Google Scholar 

  14. Davis, M.H.: A Multidimensional Approach to Individual Differences in Empathy. JSAS Catalogue of Selected Documents in Psychology 10, 85 (1980)

    Google Scholar 

  15. Dwyer, T., Mosel Williams, L.: Nurses’ behaviour regarding CPR and the theories of reasoned action and planned behaviour. Resuscitation 52(1), 85–90 (2002)

    Article  Google Scholar 

  16. EMuRgency: New approaches for resuscitation support and training, project website: www.emurgency.eu . (last visited March 22, 2013)

  17. Francis, J.J., Eccles, M.P., Johnston, M., Walker, A., Grimshaw, J., Foy, R., Kaner, E.F.S., Smith, L., Bonetti, D.: Constructing questionnaires based on the Theory of Planned Behaviour. Centre for Health Service Research, University of Newcastle, Newcastle upon Tyne (2004)

    Google Scholar 

  18. Freedman, J.L.: Role Playing: Psychology by Consensus. Journal of Personality and Social Psychology 13(2), 107–114 (1969)

    Article  Google Scholar 

  19. Games for Health. Exploring the intersection of videogames + health, http://gamesforhealth.org/ (last visited February 18, 2013)

  20. Hair, J.F., Ringle, C.M., Sarstedt, M.: Partial Least Squares: The Better Approach to Structural Equation Modelling? Long Range Planning 45(5-6), 312–319 (2012)

    Article  Google Scholar 

  21. Hair, J.F., Ringle, C.M., Sarstedt, M.: Partial Least Squares Structural Equation Modeling: Rigorous Applications, Better Results and Higher Acceptance. Long Range Planning 46, 1–12 (2013)

    Article  Google Scholar 

  22. Holden, C.L., Sykes, J.M.: Leveraging Mobile Games for Place-Based Language Learning. International Journal of Game-Based Learning 1(2), 1–18 (2011)

    Article  Google Scholar 

  23. Johnston, T.C., Clark, M.J., Dingle, G.A., FitzGerald, G.: Factors influencing Queenslanders’ willingness to perform bystander cardiopulmonary resuscitation. Resuscitation 56(1), 67–75 (2003)

    Article  Google Scholar 

  24. Kalz, M., Schmitz, B., Biermann, H., Klemke, R., Ternier, S., Specht, M.: Design of a game-based pre-hospital resuscitation training for first responders. Paper Accepted for SouthCHI Conference, Maribor, Slovenia, July 01-03 (2013)

    Google Scholar 

  25. Kanstad, B.K., Nilsen, S.A., Fredriksen, K.: CPR knowledge and attitude to performing bystander CPR among secondary school students in Norway. Resuscitation 82, 1053–1059 (2011)

    Article  Google Scholar 

  26. Kelsey, M., Murphy, W.: Engaging Students and Improving Teacher Practices Through Simple 21st Century Technology: Cell Phones. In: Resta, P. (ed.) Proceedings of Society for Information Technology & Teacher Education International Conference, pp. 1876–1879. AACE, Chesapeake (2012)

    Google Scholar 

  27. Kidd, T., Kendall, S.: Review of effective advanced cardiac life support training using experiential learning. Journal of Clinical Nursing 16(1), 58–66 (2007)

    Article  Google Scholar 

  28. Kidron, G.A.: The Effectiveness of Experiential Methods in Training and Education: The Case of Role Playing. The Academy of Management Review 2(3), 490–495 (1977)

    Google Scholar 

  29. Leigh, G.T.: High-fidelity patient simulation and nursing students’ self-efficacy: A review of the literature. International Journal of Nursing Education Scholarship 5(1), 1–17 (2008), doi:10.2202/1548-923X.1613

    Google Scholar 

  30. Lewis, J.R., Sauro, J.: The Factor Structure of the System Usability Scale. In: Kurosu, M. (ed.) HCD 2009. LNCS, vol. 5619, pp. 94–103. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

  31. MAGICAL: Making Games in Collaboration for Learning, project website: http://www.magical-project.net (last visited June 22, 2013)

  32. Pavey, L., Greitemeyer, T., Sparks, P.: I help because I want to, not because you tell me to: Empathy increases autonomously motivated helping. Personality and Social Psychology Bulletin 38(5), 681–689 (2012)

    Article  Google Scholar 

  33. Peng, W., Liu, M.: An overview of using electronic games for health purposes. In: Ferdig, R. (ed.) Handbook of Research on Effective Electronic Gaming in Education, pp. 388–401. IGI Global, Hershey (2008)

    Chapter  Google Scholar 

  34. Plant, N., Taylor, K.: How best to teach CPR to schoolchildren: A systematic review 84(4), 415–421 (2013)

    Google Scholar 

  35. Query, P.: Attitudes towards the willingness to help. Journal of Undergraduate Psychological Research 1, 18–21 (2006)

    Google Scholar 

  36. Rasmussen, M., Krolner, R., Klepp, K.I., Lytle, L., Brug, J., Bere, E., Due, P.: Determinants of fruit and vegetable consumption among children and adolescents: A review of the literature. Part I: quantitative studies. International Journal of Behavioural Nutrition and Physical Activity 3(1) (2006), doi:10.1186/1479-5868-3-22

    Google Scholar 

  37. Scherer, Y., Bruce, S., Graves, B., Erdley, W.S.: Acute care nurse practitioner education: Enhancing performance through the use of clinical simulation. Advanced Practice in Acute Critical Care 14, 331–341 (2003)

    Article  Google Scholar 

  38. Solem, A.: Human Relations Training: A Comparison of Case Study. Personnel Administration 23, 29–37 (1960)

    Google Scholar 

  39. Laine, T.H., Vinni, M., Sedano, C.I., Joy, M.: On designing a pervasive mobile learning platform. ALT-J, Research in Learning Technology 18(1), 3–17 (2010)

    Article  Google Scholar 

  40. Ternier, S., Tabuenca, B., Specht, M.: ARLearn: Learning activities and interaction in augmented reality. In: Specht, M., Multisilta, J., Sharples, M. (eds.) Proceedings of the Mobile Augmented Reality for Education Workshop, Helsinki, Finland, October 16-17, pp. 10–13 (2012)

    Google Scholar 

  41. Vaillancourt, C., Grimshaw, J., Brehaut, J.C., Osmond, M., Charette, M.L., Wells, G.A., Stiell, I.G.: A survey of attitudes and factors associated with successful cardiopulmonary resuscitation (CPR) knowledge transfer in and older population most likely to witness cardiac arrest: design and methodology (2008), http://www.biomedcentral.com/1471-227/X/8/13 (retrieved February 25, 2013)

  42. Vaillancourt, C., Wells, G.A., Stiell, I.G.: Understanding and improving low bystander CPR rates: A systematic review of the literature CJEM 01/2008 (2008)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Schmitz, B., Ternier, S., Kalz, M., Klemke, R., Specht, M. (2013). Designing a Mobile Learning Game to Investigate the Impact of Role-Playing on Helping Behaviour. In: Hernández-Leo, D., Ley, T., Klamma, R., Harrer, A. (eds) Scaling up Learning for Sustained Impact. EC-TEL 2013. Lecture Notes in Computer Science, vol 8095. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40814-4_28

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-40814-4_28

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40813-7

  • Online ISBN: 978-3-642-40814-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics