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An Edutainment Game Prototype for Sasang Constitutional Food Therapy  

Yea, Sang-Jun (K-herb research center, Korea Institute of Oriental Medicine)
Zhao, Dapeng (Department of knowledge service engineering, Korea Advanced Institute of Science & Technology)
Ryu, Il-Han (Department of management engineering, Korea Advanced Institute of Science & Technology)
Yang, Changsop (Clinical research division, Korea Institute of Oriental Medicine)
Kim, Chul (K-herb research center, Korea Institute of Oriental Medicine)
Gweon, Gahgene (Department of knowledge service engineering, Korea Advanced Institute of Science & Technology)
Publication Information
Journal of Society of Preventive Korean Medicine / v.19, no.2, 2015 , pp. 159-167 More about this Journal
Abstract
Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.
Keywords
Korean Medicine; Sasang Constitutional Medicine; Edutainment Game; User Study;
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Times Cited By KSCI : 5  (Citation Analysis)
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