Immersive learning and serious games for medical education segamed 2013


Published on

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.

Published in: Education, Business
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Segamed 2013 has already illustrated many serious games and simulation applications in the health sector covering training, diagnosis, prevention and treatment
  • This presentation presents a different perspective showing the impact of technology on health service provision from 1963 into the future
  • All human life and activity has elements of gamification embedded – every parent employs gamification to influence a child’s behviour, such as pretending the mouth is a tunnel and the spoon is a train to persuade a child to eat
  • In 1963, life was like this
  • 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