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A Case Report on the Prevention of Food Poisoning by Applying Augmented Reality (AR) Game (Sik-Jung-Dok-Jop GO)

증강현실 게임(식중독잡GO)을 적용한 식중독예방 교육·홍보 사례 연구

  • Ko, Sooil (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Kim, Hyeon-Jeong (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Hwang, InYeong (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Lee, Sun-kyu (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Jung, Hwi-kwan (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Im, Seon-mee (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Kim, Min-hee (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Lim, Ju-eun (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Ahn, Kwangsoo (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety) ;
  • Kim, Jangyul (Communication and Cooperation Division, Customer Risk Prevention Bureau, Ministry of Food and Drug Safety)
  • 고수일 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 김현정 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 황인영 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 이선규 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 정휘관 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 임선미 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 김민희 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 임주은 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 안광수 (식품의약품안전처 소비자위해예방국 소통협력과) ;
  • 김장열 (식품의약품안전처 소비자위해예방국 소통협력과)
  • Received : 2017.07.05
  • Accepted : 2017.07.12
  • Published : 2017.08.30

Abstract

To enable effective notification and promotion of the food poisoning prevention, Ministry of Food and Drug Safety (MFDS) developed a mobile augmented reality (AR) game called 'Sik-Jung-Dok-Jop GO', and demonstrated the game at 11 events including Food Safety Day. At the events, we have conducted a field survey of people who have played the game, and evaluated the awareness change of the food poisoning before and after the game. The level of the respondents' awareness about the 3 methods of the food poisoning prevention has been increased by 53 percent after playing the game, the level of awareness about individual food poisoning micro-organism has been improved by 2.1 times. According to the survey, 95% at the respondents answered that the game helped them understand the food poisoning more, and 90% of the respondents said that they enjoyed the game. In conclusion, we believe that 'Sik-Jung-Dok-Jop GO' will be able to create various educative effects on prevention of food poisoning including causative foods, main symptoms, and other related knowledge when the game is widely applied to students in kindergartens, elementary, middle, and high schools.

식품의약품안전처는 효율적인 식중독 예방 교육 홍보를 위하여 모바일 증강현실 게임인 '식중독잡GO'를 개발하고 식품안전의 날 등 11개 행사에서 시범운영을 하였다. 행사장에서 '식중독잡GO'를 체험한 사람을 대상으로 식중독에 대한 인지정도를 설문조사를 통해 살펴보았다. 설문조사 결과 '식중독잡GO' 게임 전후대비 식중독예방 3대 요령 인지도는 게임 전 51.8%에서 게임 후 78.8%로 향상되었고, 개별 식중독균 인지도는 평균 2.1배 향상되었다. 설문조사자의 95%가 식중독 이해에 도움이 되었다고 응답하였으며, 90%가 게임이 재미있었다고 응답하였다. 따라서, '식중독잡GO'를 유 초 중 고등 교육에 적용을 하면 식중독균의 주요증상, 원인식품 등 식중독 예방요령의 다양한 교육적 효과를 기대할 수 있을 것으로 사료된다.

Keywords

References

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