Indian Journal of Science and Technology
Year: 2018, Volume: 11, Issue: 46, Pages: 1-8
Yesica Andrea Pulido Escobar*, Marco Aurelio Granados Santana and Diego Mauricio Rivera Pinzon
Department of Technology, Universidad Pedagogica Nacional, Bogota, Colombia; [email protected], [email protected], [email protected]
*Author for correspondence
Yesica Andrea Pulido Escobar,
Department of Technology, Universidad Pedagogica Nacional, Bogota, Colombia; [email protected]
Objectives: To use a video game as a strategy for training in the prevention of risks in the event of earthquakes, presenting activities to be carried out before during and after an earthquake. Methods: Efficacy, efficiency and satisfaction were measured using standard ISO/IEC 9126 quality tests. In addition, performance tests and surveys were conducted on a population of gamers. Findings: The game makes it possible to complement the training of people in prevention and response to an earthquake, representing and informing about the prevention, reaction and recovery activities that are possible inside a building during an earthquake. Application: The videogame developed allows attracting the attention and interest of people towards topics focused on seismic disasters. The activities proposed are representative of the variety of possibilities of thematic lines. LeapQuake is presented as a contribution to the developments related to the prevention of earthquakes.
Keywords: Earthquake, Leap Motion, Natural disaster, Prevention, Risks, Video Game
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