Mini A Serious Game for Health Care

help patient improve the cerebral Abstract Gamification has the potential to provide learners with opportunities to be part of active learning, solving clinical problems, and gaining experience in risk-free surroundings, without needing to involve patients. The serious game in this paper is developed using android framework. The android device provides an interface through which the user interacts with the app. On the click to begin quiz by the user, the app loads at random, questions, from the database and displays for the user. The database as we likely may know, contains and stores every possible question that may likely be displayed randomly. The system can put a patient in a happy mood while navigating and also create a serious condition by checking user ability to focus on the display of the application features. It as well leaves a patient with an increased knowledge of the medical world and probably reveals the exact pill he/she requires. the app relax


Introduction
The repertoire of computer strategies for medical education is becoming wider with the introduction of e-learning applications, game-based learning, gamification, and mobile learning Frehywot et al. [1]. A variety of serious games are ever more frequently used in medical education taking into account that medical students are younger and keen on technologies. Increasing interest toward games is evidenced by a growing number of case reports and systematic reviews about the use of games in education. Following Bergeron, we understand serious games (in what follows, games) as 'an interactive computer application, with or without a significant hardware component, that has a challenging goal, is fun to play with, incorporates some concept of scoring, and imparts in the user a skill, knowledge or attitude which can be applied in the real world (Bergeron, 2006). Games are called serious when they have a pedagogical purpose. We adopt this wide definition of games because our purpose is that of description, and we want it to be as inclusive and useful for practical teachers as possible. Bedwell postulated nine characteristics that a serious game must have: an action language (a game offers some method of communication between the person and the game); assessment (tracks the number of correct answers); conflict or challenge; control, or the ability for the players to alter the game; environment; game fiction or story; human interaction among the players; immersion in the game; and rules and goals of the game provided to the player Bedwell et al. [2].
This definition covers a wide range of products.

Related research works
Maheu Cadotte et al. [3] presented-The Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students Gentry et al. [4] presented-Serious Game and Gamification interventions for health professional education Ilaria et al. [5] presented-Gamification and Education. An attempt to shed light on the emergence and consolidation of gamification in education/ training. Surajit et al. [6] presented-Gamification as an Effective Learning Tool in Healthcare Education: A Review Sarah et al. [7] presented-Serious Gaming and Gamification Education in Health Professions: Systematic Review, but only two studies of gamification interventions were identified.

System design
This section presents the general overview of the proposed application, illustration was carried out to the developing of a mobile game application for health control. Starting from the architecture and flowchart of the design illustrating a step wise movement and navigation through the application. This application is developed to help patient improve on the effective use of cerebrum in the cerebral

Abstract
Gamification has the potential to provide learners with opportunities to be part of active learning, solving clinical problems, and gaining experience in risk-free surroundings, without needing to involve patients. The serious game in this paper is developed using android framework. The android device provides an interface through which the user interacts with the app. On the click to begin quiz by the user, the app loads at random, questions, from the database and displays for the user. The database as we likely may know, contains and stores every possible question that may likely be displayed randomly. The system can put a patient in a happy mood while navigating and also create a serious condition by checking user ability to focus on the display of the application features. It as well leaves a patient with an increased knowledge of the medical world and probably reveals the exact pill he/she requires. Navigation through the app is easy and direct as a result of relax mode created.
hemisphere, which is responsible for quick reasoning and sorting of information stored in the memory part of the human brain. It treats brain disorders, infectious diseases (cholera especially), halitosis (just to mention a few) at different levels of its operation on individual patient, as there are several causes of the diseases mentioned above. The system will track each patient based on their cognitive response, thereby creating a user profile for each user. It is also designed to assist the care giver or doctors in charge of the diseased, by reducing the stress of continuous monitoring patient and to check brain responsiveness. The architecture or systems architecture is the conceptual model that defines the structure, behaviour and more views of a system. An architecture description is a formal description and representation of a system, organized in a way that supports reasoning about the structures and behaviour's of the system. In the Figure 1

System implementation
The testing and the evaluation of the system was made by imploring three players (Player A, Player B and Player C) to play the game of which their score was taken, cognitive, behavioural and psychological feelings was carefully observed. From the above (Tables 1-6) a careful evaluation of the system was carried out involving three players of which the results show how efficient the system can be. The evaluation of the system was carried out in order to detect and ascertain that this system is able to accomplish the aim of its development. In order for a user to experience a free flow and navigation through the system, the following pictorial representation is given. The start-up of the system from a mobile device displays the splash screen of the application which launches the user to the welcome screen.

Conclusion
Based on the challenges encountered in the course of this project, for future research, technology is becoming easier to use and many systems incorporate accessibility features to support users with impairments. On the note above, It is recommended that every community to shift a great deal of attention to this side of the world to make medical services easily accessible.