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2014, International Journal of Game-Based Learning
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4 pages
1 file
At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Cri...
2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH), 2016
Sepsis is a serious medical condition responsible for high levels of in-hospital mortality. It requires fast diagnosis and treatment, since the survival rate decreases 7.6% for every hour without treatment. In order to facilitate this process of diagnosis and medical therapy, the Portuguese Directorate-General of Health issued a document regulating the implementation of a Sepsis Fast Track protocol based on the Surviving Sepsis Campaign guidelines. Training of emergency department healthcare professionals is essential, and should be attended regularly in order to refresh knowledge and to be made aware of updates to any changes of the protocol. Currently, this training is conducted through traditional learning methods often considered as outdated for the younger generation, the so-called "digital natives". The usage of serious games is a trend that has been considered when discussing new tools for teaching and training in various fields, including healthcare. Several research works on the impact of applying such technologies in healthcare, stating that serious games could provide new approaches and opportunities have been published. This paper presents the Sepsis Fast Track serious game. It is a serious game developed to teach and train nurses and physicians working in hospital Emergency Departments on the Sepsis Fast Track protocol. An evaluation study carried out with the healthcare professionals is also presented. The main goal of which was to evaluate the impact of serious games on professional working practices.
British Journal of Surgery, 2012
BACKGROUND: The application of digital games for training medical professionals is on the rise. So-called 'serious' games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current serious games for training medical professionals and to evaluate the validity testing of such games. METHODS: PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria. RESULTS: A total of 25 articles were identified, describing a total of 30 serious games. The games were divided into two categories: those developed for specific educational purposes (17) and commercial games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and serious games. Six serious games were identified that had a process of validation. Of these six, three games were developed for team training in critical care and triage, and three were commercially available games applied to train laparoscopic psychomotor skills. None of the serious games had completed a full validation process for the purpose of use. CONCLUSION: Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula.
2013
Serious games and virtual worlds in education, professional development, and healthcare / Klaus Bredl and Wolfgang, editors.
Today, the term serious game is becoming increasingly popular and its study is a recent practice, within less than two decades. In spite of the similarities between computer games and serious games there are many differences between them, particularly on the intention of giving specific experience, knowledge and skills to the audiences. Serious games are used in many areas of knowledge, including military, health, manufacturing, education and medicine. This paper presents fundamental concepts relating to Serious Games, their components and their classification, and also, this paper talk about serious games in health care.
Background Computer-based learning methodologies have become more prevalent in the last decade. Web based serious gaming and virtual patients are novel in medical education, which have the potential to become important tools to improve today's medical students' knowledge and performance.Methods A total of 81 medical students participated in our study. They were either assigned to an intervention group or a control group . The intervention group completed a serious game module designed for Basic Life Support education. The control group received a theoretical lecture on the same content. On the next day both groups received simulation-based hands-on training for BLS using the same criteria. All students were assessed with an Objective Structured Clinical Examination (OSCE) the following week. Results There was no difference between the intervention group that used a web based serious game module for BLS and the control group that received a standard theoretical lecture from t...
Revista da Rede de Enfermagem do Nordeste
Objective: to identify the evolution in the use of serious games in virtual environments for health teaching and learning in the literature. Methods: integrative review with searches in the databases: Web of Science, National Library of Medicine, Cumulative Index to Nursing and Allied Health Literature. Results: in total, 82,779 articles were identified, 13 of which were fully read. Serious games are cheaper than simulated surgical procedures, easy to access and appropriate for the development of surgical skills and the training of patients, skills, clinical reasoning and decision taking. Conclusion: serious games have been developed through the elaboration of software and specific interactivity tools, mainly focused on skills development; using internet components, especially in Medicine and Nursing; and use peripherals of the computers in the teaching-learning strategies to encourage clinical reasoning and decision making.
Gorbanev I & Agudelo-Londoño S, et al. (2018) Medical Education Online, 23:1, 1438718, ABSTRACT Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods: A systematic review was made by a multidisciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.
Adjectives and Verbs are parts of speech that we must know and understand in order for us to become an effective communicator of English.
Social Science Research Network, 2022
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