games in medical education
DESCRIPTION
A presentation on the design of serious games for medical education. This version has images removed for copyright reasons.TRANSCRIPT
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 contextSimon 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?