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Conversational game to improve digital health literacy

Published: 22 January 2021 Publication History

Abstract

Digital literacy in health is a current challenge for citizens. Having this skill is a fundamental element of e-health services. However, people frequently do not have the essential skills to find, understand, and appraise online health information and apply their knowledge to make health decisions. For this reason, we have designed a serious game entitled "Conversational Adventure for IC-Health" for training children and adolescents in digital health skills. In particular, the principal elements of the game are described. Also, the narrative structure and the educational contents worked through the conversational game are presented.

References

[1]
Perestelo-Perez, L.; Torres-Castaño, A.; González-González, C.; Alvarez-Perez, Y.; Toledo-Chavarri, A.; Wagner, A.; Perello, M.; Van Der Broucke, S.; Díaz-Meneses, G.; Piccini, B.; Rivero-Santana, A.; Serrano-Aguilar, P.; on behalf of the IC Project Consortium. IC-Health Project: Development of MOOCs to Promote Digital Health Literacy: First Results and Future Challenges. Sustainability 2020, 12, 6642.
[2]
Repository in GitLab of Chatty: https://gitlab.com/ic-health/chatty
[3]
Firebase panel: https://console.firebase.google.com/project/ichealth-chatty/overview
[4]
Access to prototype demo: https://ichealth-chatty.firebaseapp.com

Cited By

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  • (2024)Konversationelle Assistenten und ihre Anwendungen in Gesundheit und NephrologieInnovationen in der Nephrologie10.1007/978-3-031-65236-3_18(317-340)Online publication date: 27-Oct-2024
  • (2023)Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and EngagementSustainability10.3390/su1507571615:7(5716)Online publication date: 24-Mar-2023
  • (2022)Review of recent digital health literacy programs in Europe and the United StatesKorean Journal of Health Education and Promotion10.14367/kjhep.2022.39.4.1539:4(15-28)Online publication date: 1-Oct-2022

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cover image ACM Other conferences
TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality
October 2020
1084 pages
ISBN:9781450388504
DOI:10.1145/3434780
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 January 2021

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Author Tags

  1. Conversational adventure
  2. chatbot
  3. narrative
  4. storytelling

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  • Research-article
  • Research
  • Refereed limited

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TEEM'20

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Overall Acceptance Rate 496 of 705 submissions, 70%

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Cited By

View all
  • (2024)Konversationelle Assistenten und ihre Anwendungen in Gesundheit und NephrologieInnovationen in der Nephrologie10.1007/978-3-031-65236-3_18(317-340)Online publication date: 27-Oct-2024
  • (2023)Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and EngagementSustainability10.3390/su1507571615:7(5716)Online publication date: 24-Mar-2023
  • (2022)Review of recent digital health literacy programs in Europe and the United StatesKorean Journal of Health Education and Promotion10.14367/kjhep.2022.39.4.1539:4(15-28)Online publication date: 1-Oct-2022

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