Designing Serious Games for Medical Education Mark Childs,  Warwick Medical School
Outline Defining and distinguishing between games and simulations Designing these for education Some examples from medical education Issues important in design
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.”
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
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
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)
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”
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?
Linking games and education Is learning content? Explicit within game Implicit but made explicit through reflection Completely avoidable
 
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
Interactive Trauma Trainer ref Human Factors in Defence Medicine Ref Birmingham University
Virtual Healthcare ref Naval Research ref Birmingham University
 
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
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)
Successful health games Appropriateness of the technology. Endogenous not exogenous.  Engagement and immersion.  Realness and embodiment.
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?

Games In Medical Education

  • 1.
    Designing Serious Gamesfor Medical Education Mark Childs, Warwick Medical School
  • 2.
    Outline Defining anddistinguishing between games and simulations Designing these for education Some examples from medical education Issues important in design
  • 3.
    What makes agame? 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.”
  • 4.
    Psycho what? Themerging 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
  • 5.
    What makes asimulation? 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
  • 6.
    Learning from gamesFour 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)
  • 7.
    Other game observationsMeaningful 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”
  • 8.
    Linking games andeducation 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?
  • 9.
    Linking games andeducation Is learning content? Explicit within game Implicit but made explicit through reflection Completely avoidable
  • 10.
  • 11.
    Simulations Common usesof simulations Medbiquitous virtual patient models Triage simulation Medical education in Immersive Virtual Worlds through transmission of information roleplay Should focus on interaction not information
  • 12.
    Interactive Trauma Trainerref Human Factors in Defence Medicine Ref Birmingham University
  • 13.
    Virtual Healthcare refNaval Research ref Birmingham University
  • 14.
  • 15.
    Health care gamesMade 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
  • 16.
    Health care gamesEmbedding 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)
  • 17.
    Successful health gamesAppropriateness of the technology. Endogenous not exogenous. Engagement and immersion. Realness and embodiment.
  • 18.
    A solution lookingfor 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?