Gamifying epidemiology education with the EpiPlay application
Keywords: Digital Application, eLearning, Gamification
Rui Alves, Ester Vilapriño Terre et al. (IRBLleida)
Digital solution and service (e.g. application/digital health portal/platform/AI based system/etc.)
One of the current trends in middle and higher education is to gamify learning and EpiPlay is a great example of these. It is an easy-to-use application that introduces many of the basic concepts of epidemiology, putting them in the context of a game, which the player must apply to understand the dynamics of random epidemic events that arise in populations. This application uses three classical epidemiological models, thus allowing educators to explain the different parameters that characterize epidemics and players to understand how these parameters interact in a user-friendly way. TRL: TRL 5 Protection: No protection Objective: Search for funding, sale of the app, business collaboration to bring the app to market.
Impact on the health system’s capacity and resilience (e.g., health and care efficiency, continuity of care), Contribution to citizen empowerment
There is evidence for economic viability and/or of benefits to the target group of the practice. Further research/development is needed for routine use.
Submitted in other database or repository of digital health resources that is publicly available
to clinicians / care practitioners
eLearning for workforce development
to patients / citizens
Digital tools to support health education (health literacy)/digital health literacy
Primary target patient group (age)
Children (5-14), Youth and young adults (15-24), Adults (25-64)
Addressed prevention area(s)
Use case and care pathway positioning
Patient or citizen communities, self-help and mentoring
Ready to be transferred to
Ready for transfer, but the practice has not been transferred yet.
Plans for cross-border implementation
Are considered and will be developed in the near future