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Serious Games: A new Approach to Foster Information and Practices About Covid-19?
L Montalbano1, L Gallo2, G Ferrante3
1Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy.
Serious games and e-learning offer effective solutions for disseminating crucial COVID-19 information and training. These digital tools facilitate rapid, large-scale knowledge sharing and behavioral change for both the public and healthcare professionals.
Area of Science:
- Public Health
- Educational Technology
- Infectious Disease Control
Background:
- The COVID-19 pandemic created an urgent need for accessible health information and training.
- Physical distancing measures hindered traditional in-person education for the general population and healthcare workers.
- Effective knowledge dissemination is crucial for promoting precautionary behaviors and managing the health crisis.
Purpose of the Study:
- To review studies on serious games for COVID-19 education and training.
- To assess the potential of serious games in promoting behavioral changes.
- To explore the use of e-learning for rapid, large-scale information dissemination.
Main Methods:
- Literature review of studies on serious games for COVID-19.
- Analysis of e-learning applications in health education.
- Examination of serious games designed for public and healthcare worker training.
Main Results:
- Serious games and e-learning facilitate distance learning, overcoming physical presence barriers.
- Interactive serious games can effectively disseminate information and promote learning about COVID-19.
- These digital tools show potential for fostering behavioral changes in response to the pandemic.
Conclusions:
- E-learning, particularly serious games, represents a valuable resource for COVID-19 education and training.
- Serious games can aid in rapidly informing the public and healthcare personnel.
- This approach supports behavioral adaptation and enhances preparedness during health emergencies.
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