Games In Medical Education

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    Games In Medical Education - Presentation Transcript

      • Designing Serious Games for Medical Education
      • Mark Childs,
      • Warwick Medical School
    1. Outline
      • Defining and distinguishing between games and simulations
      • Designing these for education
      • Some examples from medical education
      • Issues important in design
    2. What makes a game?
      • Effective games have:
      • Character role
      • Scoring
      • Emergent narrative
      • Responsive environment
      • Psychosocial moratorium
      • Need an understanding of what makes a game playable
      • Chris Brannigan, CEO, Caspian Learning: “The first academics want to do is to take all the fun out.”
    3. Psycho what?
      • The merging of action and awareness:
      • Clear goals and feedback
      • Concentration on the task at hand
      • The paradox of control
      • The loss of self-consciousness
      • The transformation of time
    4. What makes a simulation?
      • Effective simulations:
      • Do not require narrative, character role, scoring
      • Do need:
        • breadth of sensory information
        • Depth of sensory information
        • control of relation of sensors to environment
        • ability to modify environment
        • Perceptual feedback of changes
      • And – can be game and simulation
    5. Learning from games
      • Four models of learning from games
      • transmission model (behaviourist) conveying knowledge, drill-and-practice
      • user-centred model (experiential) exploring, synthesising and constructing knowledge,
      • participation model, consider the “wrapper” for the game, educational context
        • Simon Egenfeldt-Nielson, CEO Serious Games Interactive, “a game is just an excuse for reflection”
      • modding (de Freitas 2006; 20; Bungie 2007; 25)
    6. Other game observations
      • Meaningful play created by entering a “magic circle” (from Huizinga) where objects and events have a “second order reality” (Caillois)
      • Engagement as well as immersion. Engagement is deliberate, reflective (from Carr) where text has a “second order reading”
    7. Linking games and education
      • Endogenous v. exogenous
        • Is the educational content appropriately integrated with the gaming elements, or just bolted-on?
      • Two most important questions
        • What aspects of the subject matter in question already exhibit ludic features?
        • And how can a game designer exploit and highlight these aspects?
    8. Linking games and education
      • Is learning content?
      • Explicit within game
      • Implicit but made explicit through reflection
      • Completely avoidable
    9.  
    10. Simulations
      • Common uses of simulations
      • Medbiquitous virtual patient models
      • Triage simulation
      • Medical education in Immersive Virtual Worlds through
      • transmission of information
      • roleplay
      • Should focus on interaction not information
    11. Interactive Trauma Trainer ref Human Factors in Defence Medicine Ref Birmingham University
    12. Virtual Healthcare ref Naval Research ref Birmingham University
    13.  
    14. Health care games
      • Made more difficult by
      • knowledge imparted through non-verbal, non-textual engagement
      • embodied reality involves all the senses
      • critical situations may contain all manner of background sensory noise
      • scalable implementation across diverse learning environments
    15. Health care games
      • Embedding made easier by use of narrative within the paper-based scenarios already used with students
      • Situations already have game-like qualities (identifiable goal, time-dependent, narrative context)
    16. Successful health games
      • Appropriateness of the technology.
      • Endogenous not exogenous.
      • Engagement and immersion.
      • Realness and embodiment.
    17. A solution looking for a problem
      • Good elearning design starts with the pedagogical issue and decides what is the most appropriate technology
      • Therefore not only need to answer what can we use a game for? But …
      • What is there for which a game is the most appropriate technology?

    + Mark ChildsMark Childs, 2 years ago

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