Changes

1,407 bytes added ,  10:02, 31 May 2022
finished the design section
Line 2: Line 2:       −
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 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-centered 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. 
    
== Before Project Apollo ==
 
== Before Project Apollo ==
Line 22: Line 22:     
=== Purpose ===
 
=== Purpose ===
 +
This project is an assessment to explore the type, effectiveness, and feasibility of game-based learning digital solutions as an educational tool to inform Canadian youth about environmental health hazards. EPH-ON hypothesizes that digital solutions designed with game-based learning can increase awareness and motivate behaviour change among Canadian youth about environmental health hazards.
 +
 +
=== Definitions ===
 +
 +
* Digital solution "types" can include but are not limited to the following technologies: virtual reality, augmented reality, mobile devices, and computers.
 +
* The "effectiveness" of a solution will consider user engagement and behaviour change.
 +
* The "feasibility" of a solution will be evaluated based on financial costs, accessibility, learning resource support(s) and other known limitations.
    
=== Target Audience ===
 
=== Target Audience ===
 +
The primary audience originally consisted of youth in Canada from the ages of 13 to 24. It has since been narrowed down to high school students in Canada. Health Canada considers Canadian youth a vulnerable priority demographic because of their comparatively greater biological susceptibility to adverse health effects from exposure to chemicals and pollutants.
 +
 +
The secondary audience consists of educators. Input from these audiences is necessary to ensure the successful creation and implementation of any future prototypes in both classroom and home settings.
 +
 +
== Project Activities ==
       
Back to [[ROEB-Digital Transformation|ROEB Digital Transformation]]
 
Back to [[ROEB-Digital Transformation|ROEB Digital Transformation]]
22

edits