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Immersive learning and serious games for medical education segamed 2013


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This presentation explores the impact of technology on the delivery of health services and medical training and development from 1963 into the future. It draws the conclusion that the use of these technologies for the training and development of medical professionals will not be adequate to meet the challenges of present day society, especially key issues such as obesity and dementia. It argues that the emerging technologies of sensor networks and data visualisation offer the potential to reshape the management and delivery of health and wellbeing so that it is shifted towards the responsibility of individual citizens and new providers with little or no medical training.

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Immersive learning and serious games for medical education segamed 2013

  1. 1. Immersive Learning and Serious Games for Medical Education Segamed 2013
  2. 2. Many health solutions for training, diagnosis, prevention, treatment
  3. 3. A different perspective based on changes in delivery of health services over 60 years 1963 2013 2023?
  4. 4. Today's Key Message You ain't seen nothing yet! Immersive Technologies, Serious Games and "Gamification" are likely to play a vital role in addressing some of the most important challenges in healthcare and society.
  5. 5. What is Gamification?
  6. 6. Gamification?
  7. 7. Gamification?
  8. 8. Gamification?
  9. 9. Gamification?
  10. 10. Gamification?
  11. 11. Gamification?
  12. 12. Gamification?
  13. 13. Gamification ?
  14. 14. Spectators finance games and are affected by them but they have little influence on the outcome of games
  15. 15. Players actively seek to influence the outcome of the game
  16. 16. Games Masters change the rules and mechanics to shape the outcome of games - they are the most powerful influences
  17. 17. Can you imagine a world without computers, phones and cars ?
  18. 18. The Way we Were Teachers transferred knowledge We knew all our neighbours We rarely travelled outside our community Banks were banks, Grocers were grocers We built a career in the same company We dated and married within our community Individual Choice and Power was limited
  19. 19. Games and Simulations helped shape our development and interests
  20. 20. Society was Hierarchical, Structured and Regulated - Knowledge was Power
  21. 21. Knowledge Professionals with years of training were the sole service providers in education, health, law........
  22. 22. Digital Technologies Changed Everything
  23. 23. From search engines and simple quizzes and decision tree games
  24. 24. To advanced realistic simulations
  25. 25. Knowledge and skills became instantly accessible 24/7
  26. 26. The Way we Are Today Teachers are coaches and mentors We know none of our neighbours We travel and live outside our community Record companies become airlines, Grocers become banks We change jobs and companies often We date via the Internet and don't marry Individual Choice and Power is unlimited
  27. 27. Today's Society is Networked and Asymmetric
  28. 28. Now we have personal agents like this ...
  29. 29. With innovative interfaces
  30. 30. Science fiction soon becomes reality
  31. 31. Delivering immersive experiences aids learning
  32. 32. The Networked Society The unprecedented levels of choice and power delivered to every citizen by technology makes us the most connected society in history yet there is a disconnect between choice and consequence, power and accountability and rights and responsibilities. It is this disconnect which creates many of the challenges we face
  33. 33. Society today faces many challenges e.g Obesity and Ageing Society
  34. 34. Games and Simulations train, orientate and assess staff
  35. 35. Casual games can help develop or maintain cognitive skills and mental agility
  36. 36. They also try to encourage behavioural change
  37. 37. Encouraging Exercise
  38. 38. Technology supports Reflective, Personalised, Adaptive Learning and "Wisdom of the Crowd"
  39. 39. Innovative Interface Devices aid Diagnosis and Treatment
  40. 40. We are on the threshold of a new era of Gamification and embedded pervasive games that could transform society
  41. 41. Society will not have the resources to support ageing population and lifestyle related health issues
  42. 42. Technology can transform spectators into players by removing barriers and adding motivators
  43. 43. Visualisation of sensor data tracking our lives linked to games and simulations will provide the feedback and control mechanisms that will reconnect our society
  44. 44. In the UK pilot schemes are in progress to use gyms to treat obese patients as a cost effective alternative to gastric surgery
  45. 45. European Projects like DOREMI will explore games and sensor technologies that support independent living
  46. 46. Transforming myself from Spectator to Player by Gamification of my Obesity Challenge
  47. 47. Monitoring and Managing health through sensors, games and social networks
  48. 48. Empowering Citizens and creating new business opportunities and models to build a more sustainable future
  49. 49. Competition or Collaboration?
  50. 50. The Book
  51. 51. Immersive Learning and Serious Games for Medical Education - Thanks for Listening