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Electronic Awareness Games

Electronic Awareness Games 570 380 WeGO

OVERVIEW

Implemented in 2016

Project Duration: Ongoing

Funding Source: Government

‘UAE Racing’ (awareness electronic game) The Minister of Interior has launched a smart application in the form of an awareness electronic game titled ‘UAE Racing’. The awareness electronic game endeavours to inculcate large segments of youth and students and aims to reinforce ethics, morals, virtues and good deeds in society, as well as promote patriotism, by recognising and maintaining the country’s history and achievements.

FEATURES

  • The game provides training on first aid, the effective use of visual aids, academic and environmental excellence; and the art of time management. Additionally, it provides general information about different educational materials such as biology, geography, history, mathematics, literature, Islamic education and sciences; as well as religious information about integrity, the skills of treating others in light of the Biography of the Prophet, and the merits of the month of Ramadan and religious endowments.
  • The launch of the game comes under the ‘Aqdar’ — Khalifa Student Empowerment Programme initiative for smart virtual games and aims to raise awareness in the younger generation and educate it about dealing with others and enhancing national identity. The Aqdar initiative also provides for updating interactive smart virtual games that focus on the UAE’s culture, society and history.
  • Instead of developing the games from scratch, the Khalifa Empowerment Program cut costs by using a game engine, a software that uses templates to allow developers to build games more quickly and efficiently. This way, the developers could focus on game play and include more awareness and educational content.

KEY RESULTS

  • The game is expected to enhance national awareness on the need to combat crimes, especially cybercrimes. At the same time, it acquaints individuals with optimal and positive use of modern technologies, while raising awareness about the risks of abuse and the dangers of drugs and fireworks.
  • After being introduced to the video games, students were assessed on their knowledge about different subjects such as drug abuse, smoking, academic excellence, time management, and preparation for university life. High average scores (above 80%) were recorded for most test subjects.
  • After the implementation of the program, more parents and students reported security concerns to the security hotline, indicating that there was an increased sense of civic responsibility and trust in security authorities. In 2016, the games have been downloaded 1,440,178 times and have been played over 5.8 million times.

RESOURCES

RELATED POSTS

[asvc_table]

YEAR Number of Appointments per year
2011-2012 2.3 million
2013 33.5 million
2014 56.9 million
2015 63 million
2016 63.4 million

[/asvc_table]

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