Difference between revisions of "Project Apollo"

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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. 
 
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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Revision as of 19:15, 23 March 2022

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 Transformation Office and the Canada School of Public Service are collaborating on a project under the 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. 


Back to ROEB Digital Transformation