As complexity in medicine increases and there is a need to improve education and reduce the number errors, simulation is being used to provide experiential learning in a risk-free environment. The typical approach is to use simulation wards with mannequin-based training to enhance patient safety through routine practice in high realism scenarios to obtain expert performance. Now this approach is being scaled up at large institutions such as MGH with the Learning Lab Simulation Center.
In parallel a range of new game technologies have been developed that simplify the creation new applications at a lower cost. These technologies are beginning to be used in the medical domain. This include immersive environments (e.g. Second Life), multi-platform game development environments (e.g. Unity 3D) or new game devices (e.g. MS Kinect). We have created eAdventure an open source game platform that allows for the creation and maintenance of adventure games and simulations without any programming. We are interested in how this low-cost game technology and especially story-based game-like simulations can be used to improve the acquisition of procedural knowledge in medicine.
Our current research focus is on how game-like simulations can be applied to represent, standardize and/or improve medical procedures (including the representation of the common errors or the capture of team tacit knowledge). We study how to use the description of medical procedures combined with representative teaching cases to produce game-like simulations that provide students with the opportunity to enhance knowledge and skill acquisition in a safe environment. We have applied this approach to create several simulations in the medical domain (e.g. teaching basic first aid procedures to high-school students, preparing for the first visit to the operating room, representation of the supra-hospital transplant procedures in Spain, improving application of the WHO Surgical Check-list). We are also researching how learning analytics can be applied to the evaluation of simulations.
Computer Simulations in Medical Education: An Upward Trendiosrjce
The upward trend in medical education towards integrated, student center, active learning approach
and e-learning has evoked the usage of advanced information technology (IT) in the undergraduate medical
curriculum. Computer Simulations laboratories sessions invaded the curriculum as an effective
teaching/learning modality and replaced efficiently the animal laboratories sessions in teaching the intended
skills outcomes of different undergraduate Medical Courses: Physiology, Clinical Skills, Surgery and
Pharmacology. This innovation in the undergraduate medical education has to be critically evaluated;
weighing the possible advantages, disadvantages and pitfalls of this upward trend before designing any
undergraduate Medical Curriculum. This paper spots the light on the computer simulations usage as an upward
trend in Medical Education.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
We describe our work on serious games, game-like simulations, gamification and learning analytics.
We describe some of the experiments done and our approach to do a more scientific approach in the serious games domain. We present some of the results from H2020 RAGE and BEACONING european projects
Engaging resident education trough simulation competitions ingrassia plPier Luigi Ingrassia
The current generation of residents is different than the previous ones, thus know as the millennial generation. Incorporating elements of game design (gamification), including competition,is becoming more and more popular to motivate teaching and learning, also in the medical field.
Taking inspiration from the SimWars, a new simulation competition in critical care for medical residents was designed with the aim of engage participants in deliberate practice and experiment different type of simulations and simulators. The presentation describes the experience of SIMCUP ITALIA and addresses the grounding pedagogical and educational rationales.
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid L...eMadrid network
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid Learning Analytics. "Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples". Baltasar Fernández Majón. 04/07/2017.
Computer Simulations in Medical Education: An Upward Trendiosrjce
The upward trend in medical education towards integrated, student center, active learning approach
and e-learning has evoked the usage of advanced information technology (IT) in the undergraduate medical
curriculum. Computer Simulations laboratories sessions invaded the curriculum as an effective
teaching/learning modality and replaced efficiently the animal laboratories sessions in teaching the intended
skills outcomes of different undergraduate Medical Courses: Physiology, Clinical Skills, Surgery and
Pharmacology. This innovation in the undergraduate medical education has to be critically evaluated;
weighing the possible advantages, disadvantages and pitfalls of this upward trend before designing any
undergraduate Medical Curriculum. This paper spots the light on the computer simulations usage as an upward
trend in Medical Education.
Presentation at the 2nd UCL Festival for Digital Health - University College London about if the Games for health really work
we present some experiments we carried out in the medical domain and we propose methodologies and learning analytics as the way to go
We describe our work on serious games, game-like simulations, gamification and learning analytics.
We describe some of the experiments done and our approach to do a more scientific approach in the serious games domain. We present some of the results from H2020 RAGE and BEACONING european projects
Engaging resident education trough simulation competitions ingrassia plPier Luigi Ingrassia
The current generation of residents is different than the previous ones, thus know as the millennial generation. Incorporating elements of game design (gamification), including competition,is becoming more and more popular to motivate teaching and learning, also in the medical field.
Taking inspiration from the SimWars, a new simulation competition in critical care for medical residents was designed with the aim of engage participants in deliberate practice and experiment different type of simulations and simulators. The presentation describes the experience of SIMCUP ITALIA and addresses the grounding pedagogical and educational rationales.
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid L...eMadrid network
VII Jornadas eMadrid "Education in exponential times". Mesa redonda eMadrid Learning Analytics. "Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples". Baltasar Fernández Majón. 04/07/2017.
Using Learning Analytics to support a more scientific approach to Serious Gam...Baltasar Fernández-Manjón
Using Learning Analytics to support a more scientific approach to Serious Games: Three Examples
Do games actually works?
Usually, no full formal evaluation has been carried out
Limited number of users
Formal evaluation could be as expensive as creating the game (or even more expensive)
Difficult to deploy games in the classroom
Teachers have very little info about what is happening when a game is being used
Game Learning analytics can help us to: create better games and to (formally) validate games
Moving from pre-post to Learning Analytics based evaluation
To use games as assessments
Interprofessional Simulation: An Effective Training Experience for Health Car...Dan Belford
Background
This descriptive study measured the effectiveness of and participants' satisfaction with an interprofessional simulation education workshop as a teaching strategy for health care professionals.
Method
Health care professionals completed a 1-day clinical simulation workshop on interprofessional collaboration, after which they had the opportunity to fill out 4 evaluative instruments
Improving the Application of the Surgical Checklist Using Serious Games, Game...Baltasar Fernández-Manjón
Description of our game to improve the implementation of the surgical checklist.
This game has been developed by UCM group using eAdventure, in collaboration with Surgical Department at UCM and Hospital Clinico San Carlos, the patient safety unit at Doce de Octubre Hospital and the LCS-MGH e-learning group
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Emergo: Academic Performance Assessment and Planning with a Data Mart (WCCE 2...Vinícius M. Kern
Preprint @ http://tinyurl.com/bsp7bg, World Conference on Computers in Education
Abstract: National-level, objective assessment in higher education has been a practice in Brazil since 1996, surviving political shifts that frequently dismantle public policies. This paper presents the Emergo Project – the assessment of Psychology students using a data mart with multiple-choice questions from national exams and students’ answers. We run two annual examinations, giving individual feedback and discussing aggregate results with faculty and students. We identified patterns for the evolution of correct answers across semester enrolled – Growing, Decreasing, Peak, Constant, and Other. Actual results in the national exam suggest that the feedback and discussions might have helped achieving superior performance standards.
Clinical Challenge: Alcohol - A Game to Teach Alcohol-related Clinical Skills...Clinical Tools, Inc
Tanner B, Metcalf M, Tanner B. Clinical Challenge: Alcohol - A Game to Teach Alcohol-related Clinical Skills to Medical Students. Poster presented at the 2015 AAMC Medical Education Meeting November 10, 2015, Baltimore, MD.
The effects of a simulation game on skills and motivation of doctors and stu...Games for Health Europe
TRACK 3(4) | QUALITY IMPROVEMENT | DAY 1 - 31 OCT 2016
Mary Dankbaar, Program manager e-learning | Erasmus University Medical Center (NL)
Games for Health Europe 2016
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
The Future of Medical Education From Dreams to Reality (VR, AR, AI)SeriousGamesAssoc
With three decades of e-learning experience, Dr. Levy will present innovations in technology-enhanced education from the past, present, and into the future. He will highlight some of his medical education inventions and advances including some of the first laser discs, CD-ROMs, online case-based education, 3-D anatomical and procedural animations, robotic-assisted surgery, and virtual reality surgical simulation. He will describe the role of artificial intelligence and machine learning in medical education and clinical decision support and some future work in augmented reality. It is true that what were once dreams are now reality, but there are certainly more dreams to come.
Articoding es un juego educativo para mejorar el aprendizaje de la programación en la escuela.
Es un juego de tablero que contempla los conceptos básicos de la programación, desde las variables a las funciones, pasando por los condicionales o los bucles. Los alumnos deben ir resolviendo los sucesivos desafíos que plantea el juego
Como se pueden usar los juegos serios para atraer nuevos publicos a los museos y para crear nuevas experiencias de usuario. Las tecnologías de juegos cada vez van a ser mas prevalentes y sobre todo con el movimiento actual hacia los metaversos y mundos virtuales
Jornada sobre museos y nuevas tecnologías
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Do games actually works?
Usually, no full formal evaluation has been carried out
Limited number of users
Formal evaluation could be as expensive as creating the game (or even more expensive)
Difficult to deploy games in the classroom
Teachers have very little info about what is happening when a game is being used
Game Learning analytics can help us to: create better games and to (formally) validate games
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Interprofessional Simulation: An Effective Training Experience for Health Car...Dan Belford
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Improving the Application of the Surgical Checklist Using Serious Games, Game...Baltasar Fernández-Manjón
Description of our game to improve the implementation of the surgical checklist.
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The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
Emergo: Academic Performance Assessment and Planning with a Data Mart (WCCE 2...Vinícius M. Kern
Preprint @ http://tinyurl.com/bsp7bg, World Conference on Computers in Education
Abstract: National-level, objective assessment in higher education has been a practice in Brazil since 1996, surviving political shifts that frequently dismantle public policies. This paper presents the Emergo Project – the assessment of Psychology students using a data mart with multiple-choice questions from national exams and students’ answers. We run two annual examinations, giving individual feedback and discussing aggregate results with faculty and students. We identified patterns for the evolution of correct answers across semester enrolled – Growing, Decreasing, Peak, Constant, and Other. Actual results in the national exam suggest that the feedback and discussions might have helped achieving superior performance standards.
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In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
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With three decades of e-learning experience, Dr. Levy will present innovations in technology-enhanced education from the past, present, and into the future. He will highlight some of his medical education inventions and advances including some of the first laser discs, CD-ROMs, online case-based education, 3-D anatomical and procedural animations, robotic-assisted surgery, and virtual reality surgical simulation. He will describe the role of artificial intelligence and machine learning in medical education and clinical decision support and some future work in augmented reality. It is true that what were once dreams are now reality, but there are certainly more dreams to come.
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Como se pueden usar los juegos serios para atraer nuevos publicos a los museos y para crear nuevas experiencias de usuario. Las tecnologías de juegos cada vez van a ser mas prevalentes y sobre todo con el movimiento actual hacia los metaversos y mundos virtuales
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This presentation describes how uAdventure's adventure game narrative model has been augmented by mini-games that support other types of game mechanics. Now uA allows through Unity programming to include new mini-games that implement other game mechanics. However, once the mini-games have been created, it is still easy to include and launch them from the uAdventure visual editor and the mini-games can also include analytics so as not to lose the white box model of uAdventure games.
Educación e investigación híbridas en tiempos de pandemia COVID. Es necesario adaptar la docencia a este modo híbrido, con estudiantes en modo presencial y en remoto, aunque a veces el sistema de las universidades es rígido y no permite una adaptación completa. Además es necesario adaptar la investigación sobre todo cuando se hacen pruebas con usuarios. En nuestro caso se ha desarrollado tecnología para simplificar y dar apoyo a diseños experimentales. Por ejemplo, integrando formularios y analíticas de aprendizaje aplicadas a juegos serios.
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Ponencia invitada sobre investigacion en juegos serios hecha en el 1st Serious Game Experience organizado por la Consejería de Cultura y Patrimonio Histórico de la Junta de Andalucía, un encuentro nacional destinado al análisis y debate del uso cultural y educativo de los videojuegos y las nuevas tecnologías en general.
En esta ponencia se describe la experiencia de investigacion del grupo e-UCM en juegos serios y gamificación, haciendo un énfasis especial en las analíticas de aprendizaje aplicadas a juegos y en los resultasdos de nuestra experiencia en proyectos europeos (e.g. H2020 RAGE y BEACONING y Erasmus+ IMPRESS).
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Experience API (xAPI) is a specification to collect data about the actions of a person in a learning environment. This standard was created by a community lead by ADL. The xAPI-SG Profile provides a common vocabulary to capture data from Serious Games. This presentation provides details about xAPI, its application to Serious Games with the xAPI-SG profile and specific examples on how to capture data from serious games using the standard.
Descripción de como los juegos serios y las analiticas de aprendizaje se pueden usar para abordar un problema complejo como es el acoso escolar (y en concreto el ciberbullying). Se presenta el juego Conectado y como se ha validado con experimentos reales en colegios e institutos de España
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
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Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
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This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
2. 1/46
Context: about me
Baltasar Fernández Manjón
Catedrático de Universidad, Facultad de
Informática
Universidad Complutense de Madrid
Director of the e-UCM e-learning research group
http://www.e-ucm.es/people/balta
E-mail: balta@fdi.ucm.es
Now visiting scientist at LCS-MGH
1
3. 2/46
Context: e-UCM group
e-UCM research group
Learning tecnologies
About 15 researcher
Serious games
European projects
Application to the medical
domain
www.e-ucm.es
2
4. 3/46
Medicine: new requirements
Medicine needs continous education
Reduce the number of errors
Knowledge duplicating every 5 years
Time-limited certification
Traditionally master-apprentice
Now moving to mannenquin-based simulation
Deliverate practice (Ander Ericsson)
Clear learning objective
Adequate and increasing level of difficulty
Repetitive practice with informative feedback
5. 4/46
MGH Learning Laboratory
MGH has created a Learning Lab to include
simulation in the MGH learning flow
Regular opportunities for dedicated
clinical practice and feedback in a risk-
free environment
Fully integrate clinical simulation as a quality and safety
tool in health care practice
Enhance patient safety through routine practice for
expert performance
Residents and medical personnel
http://www.massgeneral.org/learninglab/
7. 6/46Alinier G. A typology of educationally focused medical simulation tools. Medical teacher.
2007;29(8):e243–50. Available at: http://www.ncbi.nlm.nih.gov/pubmed/18236268.
9. 8/46
Serious games: A Learning Technology on the Rise
Serious Games
Game designed for learning or training
Game-based learning, educational
simulations, etc
It is being used in different contexts
Military (America´s Army, www.americasarmy.com)
Medicine (Re-mission, www.re-mission.net)
Some of the advantages
“Learning by doing” principles
Enhance students’ motivations
Involve students in their own learning
10. 9/46
Use of games in residency programs in USA (2010)
Akl EA, Gunukula S, Mustafa R, et al. Support for and aspects of use of educational games in family
medicine and internal medicine residency programs in the US: a survey. BMC medical education.
2010;10:26.
12. 11/46
Different types of simulations
Arnold, J. J., Johnson, L. M., Tucker, S. J., Chesak, S. S., & Dierkhising, R.
A. (2013). Comparison of Three Simulation-Based Teaching
Methodologies for Emergency Response. Clinical Simulation in Nursing,
9(3), e85–e93.
to compare the effects of 3 simulation methodologies (low-fidelity, computer-
based, and full-scale) on the outcomes of emergency response knowledge,
confidence, satisfaction and self-confidence with learning, and performance.
the statistical findings did not support the hypothesis that RNs who
receive full-scale simulation training will score higher in knowledge,
confidence, and performance than those receiving computer-based
simulation or low-fidelity simulation
Note: only 28 participants
13. 12/46
Serious Games
Characteristics of games
Backstory or Story line
Rules and game mechanics
Graphical enviroment
Interactivity and reactivity
Challenge /competition
Flow – user engaged, focussed, committed
Clear goals, attainable challenge, feedback
Gamification
Use of game characteristics to increase user
engagement
14. 13/46
Serious Games: Open Issues
At the DESIGN Stage
Balance between entertainment and
educational value
Involve instructors in the process to
guarantee a high educational value!
Choose an appropriate game genre
15. 14/46
Serious Games: Open Issues
At the PRODUCTION Stage
The Cost! Developing a whole game is
expensive
usually between 5k and 5M $
Reusability is SCARCE
games as closed products
16. 15/46
Serious games: Open Issues
At the DEPLOYMENT stage
Games are an extra burden for the instructor
Games usually need to be installed
Games usually need to be handed out in CDs or
DVDs
Games usually require controlled environments
Games usually demand up-to-date computers
Educators do not always have the preparation to
install and execute the games
There is not always time in the curricula to arrange
play sessions
17. 16/46
Serious Games: Open Issues
How do instructors evaluate students’
performance?
Plan and elaborate de-briefing sessions, post-
tests, debates, etc.
Very difficult to prove the effectivity of the serious
games
Even if some correlation has been found between using
games and fewer errors in practice (e.g. laparoscopic
surgery)
18. 17/46
eAdventure
eAdventure platform development
Simplify the creation of educational games and
simulations
Educationcal characteristics (evaluation,
accesibility, deployment, etc)
Free, open source
http://e-adventure.e-ucm.es
17
20. 19/46
Two applications: an editor to create the
games, and an engine, to run the games
eAventure: A tool to simplify the creation and
maintenance of educational games
21. 20/46
eAdventure’s goals
• Simplify the creation of games
• Reduce of the cost of the
resources needed for creating a
game
• Simplify the use and deployment
of games
Cost reduction
22. 21/46
eAdventure goals
• Involve teaching experts in
the creation of the games
• Include educational
characteristics
Increase the
educational value
23. 22/46
eAdventure
Increase the educational value, reduce the
development costs
Game genre: Point-and-click 2D adventure games (like
Myst™ or Monkey Island™)
High educational value
Promotes reflection instead of action
Resolution of complex puzzles
The story is important!
24. 23/46
eAdventure
Increase the educational value, reduce the
development costs
Development methodology that involves instructors
Instructors add educational value to the products
Increases game acceptance by the instructors
A good story never becomes a bad game
25. 24/46
<e-Adventure>
Increase the educational value, reduce the development
costs
Game patterns (from experience)
Third-person games => Concepts. Subjects like History
First-person photo-based games => Procedural
knowledge. Contexts like medicine, engineering, etc.
Third-person games
27. 26/46
eAdventure in Medical education:´First attemps
Central Venous Catheter (CVC)
MGH
Simulation to teach the whole procedure (over 90
steps)
Problem:
Key and high risk procedure
Very expensive and limited time
Professional time
Lab equipment
Ensure that students known the procedure before
doing a practical exam
Proof of concept
Work by Carl Blesius, Paul Courier, Pablo Moreno, Baltasar Fdez
30. 29/46
eAdventure in Medical education: evaluation of knowledge
HazMat Training
Massachusetts General Hospital
Staff certification for handling Hazardous Material
(HazMat) shipments
Problem
Moving face-to-face training to online training
The training includes a game packing evaluation
Deployed from 2009 to 2012
Reduce certification time & cost
The game is part of the final grade
Done by Carl Blesius, Pablo Moreno
33. 32/46
eAdventure in Medical education: better formalization of knowledge
Transplants: Evaluation, distribution, and
logistics of organ donation
National Transplant Organization (Spain)
Training new staff (management and clinical)
Problem: pre-existing situation
Tacit knowledge, non-formalized procedures
Not a predefined set of teaching cases
Other outcomes of the game creation
Better formalization of procedures that can be
tested and refined by the medical personnel
Creation of 10 representative teaching cases
Done by Blanca Borro, Baltasar Fernandez, ONT
34. 33/46
a) Main scene corresponding to a real picture of ONT
central office b) Action of evaluating the organs.
c) Documentation available for the player. The player
is opening the zone distribution document.
d) Character of the simulation representing the
liver transplant coordinator.
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eAdventure in Medical Education
CPR game
Centro de Tecnologias Educativas de Aragon (Spain)
Identify a cardiac arrest and teach how to do a
cardiopulmonary resuscitation
Oriented to middle and high school students
Includes how to use a automatic defribilator
Tested in schools with 340 students
Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF,
Giménez Valverde A. Video-game instruction in basic life support maneuvers. Emergencias.
2012;24:433-7.
Available at http://first-aid-game.e-ucm.es
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Raw data can feed several systems
An LRS
A Learning Analytics System
eAdventure + Learning Analytics with xAPI
Raw data
LRS
Learning
Analytics
System
Statements
Analyzer
Statements
Analyzer
EXPERIENCE
API
EXPERIENCE
API
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Other experiences with xAPI
Laboratory of Computer Science MGH
Integration medical maniquin
simulation data in a LMS
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Conclusions
Many opportunities of serious games in
the medical domain
Need to do more evaluation of the effect
of the serious game application in real
settings
Cost and integration in the learning flow
are identified issues
New oportunities with Learning Analytics
and new e-learning specifications
Experience API (xAPI)
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References
•eAdventure. http://e-adventure.e-ucm.es/
•MGH Learning Lab. http://www.massgeneral.org/learninglab/
•First Aid Game. http://first-aid-game.e-ucm.es/
• Marchiori EJ, Ferrer G, Fernández-Manjón B, Povar Marco J, Suberviola González JF,
Giménez Valverde A. Video-game instruction in basic life support maneuvers. Emergencias.
2012;24:433-7
•Pablo Moreno-Ger, Javier Torrente, Julián Bustamante, Carmen Fernández-Galaz, Baltasar
Fernández-Manjón, María Dolores Comas-Rengifo (2010). Application of a low-cost web-based
simulation to improve students’ practical skills in medical education. International Journal of
Medical Informatics 79(6), 459-467 (doi:10.1016/j.ijmedinf.2010.01.017).
•Brian Johnston, Liz Boyle, Ewan MacArthur, Baltasar Fernández-Manjón (2013). The role of
technology and digital gaming in nurse education. Nursing Standard, Vol 27, No 28, pp 35-38,
March
•Ángel del Blanco, Baltasar Fernández-Manjón, Pedro Ruiz, Manuel Giner (2013). Using
videogames facilitates the first visit to the operating theatre. Medical Education. Vol 47, Issue
5, pp. 519-520 (short contribution to the really good stuff section).
•Borro-Escribano B., Martínez-Alpuente I., del Blanco A., Torrente J., Fernández-Manjón B.,
Matesanz R. (in press) Application of Game-Like Simulations in the Spanish National
Transplant Organization. Transplantation Proceedings Journal.