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The COVID-19 pandemic has posed challenges for traditional methods of outreach that serve to help people maintain and improve their health.  “[[Building Back Better]]” is a priority across the federal Government, and expanding digital capacity through use of modern technologies is one of the ways that outreach delivery is being adapted to best serve Canadians. In particular, game-based learning on digital platforms has been shown to increase user engagement and comprehension. This may offer an effective method for the outreach to youth, which the Government has identified as a priority group. [[ROEB EHP-ON]], the [[ROEB-Digital Transformation|Transformation Office]] and the [[Canada School of Public Service]] are collaborating on a project under the [https://www.gcpedia.gc.ca/wiki/Health_Canada_Innovation_and_Experimentation Solutions Fund] to explore the effectiveness and feasibility of game-based learning digital solutions as a tool to increase awareness and motivate behaviour change about environmental health hazards amongst youth. Digital solution technologies under examination include web-based applications, 360o 3D video production, augmented reality, virtual reality, and mixed-reality. The effectiveness of a solution considers user engagement and behaviour change, and feasibility is evaluated based on financial costs, accessibility and learning resource supports. The project adopts a human-centred design approach which optimizes system development by focusing on user needs.  Methods involve a review of literature and identification of market trends on game-based learning, consultation with behavioural specialists regarding behaviour change measurement, and facilitated group discussions with stakeholders on digital solutions. The assessment will provide suggestions on game-based learning designs and platforms for new and improved outreach to youth. 
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The COVID-19 pandemic has posed challenges for traditional methods of outreach that serve to help people maintain and improve their health.  “[[Building Back Better]]” is a priority across the federal Government, and expanding digital capacity through use of modern technologies is one of the ways that outreach delivery is being adapted to best serve Canadians. In particular, game-based learning on digital platforms has been shown to increase user engagement and comprehension. This may offer an effective method for the outreach to youth, which the Government has identified as a priority group. [[ROEB EHP-ON]], the [[ROEB-Digital Transformation|Transformation Office]] and the [[Canada School of Public Service]] are collaborating on a project under the [https://www.gcpedia.gc.ca/wiki/Health_Canada_Innovation_and_Experimentation Solutions Fund] to explore the effectiveness and feasibility of game-based learning digital solutions as a tool to increase awareness and motivate behaviour change about environmental health hazards amongst youth. Digital solution technologies under examination include web-based applications, 360o 3D video production, augmented reality, virtual reality, and mixed-reality.  
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The effectiveness of a solution considers user engagement and behaviour change, and feasibility is evaluated based on financial costs, accessibility and learning resource supports. The project adopts a human-centred design approach which optimizes system development by focusing on user needs.  Methods involve a review of literature and identification of market trends on game-based learning, consultation with behavioural specialists regarding behaviour change measurement, and facilitated group discussions with stakeholders on digital solutions. The assessment will provide suggestions on game-based learning designs and platforms for new and improved outreach to youth. 
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== Before Project Apollo ==
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=== Health Canada - Environmental Health Program Ontario ===
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The contents of Project Apollo were derived from previous studies. The primary goal of Environmental Health Program Ontario was to increase awareness on environmental hazards to minimize risks and health impacts to the public. This goal was reached through the Radon Program, the Chemicals Management Plan (CMP), and the Air Program.
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* The Radon Program aims to reduce the number of homes and buildings with radon levels above the Canadian Guideline, thereby reducing the number of radon-induced lung cancer incidences.
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* The Chemicals Management Plan aims to reduce risks posed by chemicals to individuals and their environment.
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* The Air Program provides health-focused leadership to ensure that actions to improve air quality will benefit the health of individuals.
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=== Outreach and Engagement ===
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Interaction with the right audience is an important step in every study and project. Outreach and engagement occurred at various trade shows, conferences, high schools, and universities (including the Toronto Metropolitan University, previously known as Ryerson University). The BORIS- CMP Learning Tool was brought in and used to engage the audience while educating them about their health. However, the team felt that there were more ways to engage individuals and the public about environmental health. The solution was a Healthy Home Virtual Reality Tour.
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=== Healthy Home Virtual Reality Tour ===
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This tour is a rudimentary computer-based virtual reality (VR) outreach tool that provides users with an immersive learning experience that focuses on environmental health hazards. The launch of this VR tool was successful, with a lot of positive feedback from participants. However, there were multiple limitations including the cost, software design, and accessibility issues.
       
Back to [[ROEB-Digital Transformation|ROEB Digital Transformation]]
 
Back to [[ROEB-Digital Transformation|ROEB Digital Transformation]]
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