games in medical education

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Designing Serious Games for Medical Education Mark Childs, Warwick Medical School

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A presentation on the design of serious games for medical education. This version has images removed for copyright reasons.

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Page 1: Games In Medical Education

Designing Serious Games for Medical Education

Mark Childs,

Warwick Medical School

Page 2: Games In Medical Education

Outline

• Defining and distinguishing between games and simulations

• Designing these for education

• Some examples from medical education

• Issues important in design

Page 3: Games In Medical Education

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.”

Page 4: Games In Medical Education

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

Page 5: Games In Medical Education

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

Page 6: Games In Medical Education

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 contextSimon Egenfeldt-Nielson, CEO Serious Games

Interactive, “a game is just an excuse for reflection”

• modding (de Freitas 2006; 20; Bungie 2007; 25)

Page 7: Games In Medical Education

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”

Page 8: Games In Medical Education

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?

Page 9: Games In Medical Education

Linking games and education

Is learning content?• Explicit within game• Implicit but made explicit through reflection• Completely avoidable

Page 10: Games In Medical Education
Page 11: Games In Medical Education

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

Page 12: Games In Medical Education

Interactive Trauma Trainer ref Human Factors in Defence Medicine

Ref Birmingham University

Page 13: Games In Medical Education

Virtual Healthcare ref Naval Research ref Birmingham University

Page 14: Games In Medical Education
Page 15: Games In Medical Education

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

Page 16: Games In Medical Education

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)

Page 17: Games In Medical Education

Successful health games

• Appropriateness of the technology.

• Endogenous not exogenous.

• Engagement and immersion.

• Realness and embodiment.

Page 18: Games In Medical Education

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?