gamification for the health professions

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Page 1: Gamification for the Health Professions
Page 2: Gamification for the Health Professions

Application of Elements of Gamification Strategies to GCP

David Chandross, M.Ed., M.Sc., Ph.D.Ryerson University and Baycrest Health Sciences

Gaming and Concept MappingGaming and Motivation

Gaming and Clinical SimulationGame-Based Learning Design

Page 3: Gamification for the Health Professions

What is a Game?Structured Form of Play

Play is Exploration Within Boundaries

Page 4: Gamification for the Health Professions

Serious Games70% of Fortune 500 Companies

Military: Friday PM SessionsCommerce: Customer Loyalty ProgramsIndustry: Ribbon HeroPatient Participation: Diabetes, AddictionPersonal Motivation: Zombie RunSocial Connectedness: Seniors Wii Bowling LeaguesHealth Professions Education

Page 5: Gamification for the Health Professions

Names to Watch

Amy Jo KimJane McGonigalScott NicholsonMario HergerAndrzej MarczewskiGabe Zichermann

Page 6: Gamification for the Health Professions

Gamification Industry Stats

2012: $242M 2015: $1.7B, 2018: $5.5B Estimated Growth14% Higher In Skill-Based Assessments11% Gain in Factual Knowledge9% Increase in Retention Rate79% of Employees and University Students agree that

it would make them more productive

Page 7: Gamification for the Health Professions

Games for Health Professions Education

Hygiea IHygiea IICascade UnpluggedCascade Application for iPad and AndroidTriggerSandbox Games, Knowledge Recall GamesGame mechanics used for Training HCP

Page 8: Gamification for the Health Professions

Exploration

Page 9: Gamification for the Health Professions

Social Connectedness

Page 10: Gamification for the Health Professions

Achievement

Page 11: Gamification for the Health Professions

Competition

Page 12: Gamification for the Health Professions

Bartle's Player TypesExplorers, Socializers, Achievers, Sharks

Page 13: Gamification for the Health Professions

Engagement

Page 14: Gamification for the Health Professions

DOSE-E

Dopamine: Reward Systems, High Frequency RewardOxytocin: Connection, Social EngagementSerotonin: Calm, Mastery and ConfidenceEndorphin: Excitement, Risk, RandomnessEndocannibinoids: Novelty Persistence

Page 15: Gamification for the Health Professions

What Does the Literature Say About Learning?

Page 16: Gamification for the Health Professions

Situated Cognition and Cognitive Apprenticeship

Page 17: Gamification for the Health Professions

Situated Cognition and Cognitive Apprenticeship

Page 18: Gamification for the Health Professions

Problem Based Learning Hybrid with Simulation and Gamification

Page 19: Gamification for the Health Professions

Concept Map

Page 20: Gamification for the Health Professions

Motivation

Page 21: Gamification for the Health Professions

Types of Motivation

Page 22: Gamification for the Health Professions

Intrinsic Motivation

Page 23: Gamification for the Health Professions

Fostering Intrinsic Motivation

Page 24: Gamification for the Health Professions

Intrinsic Motivation from Gamification

Page 25: Gamification for the Health Professions

Self Sufficient Verses Dependent Learners

Page 26: Gamification for the Health Professions

Intrinsic Motivation as a Stable TraitMultiple Types of Motives Don't Multiply the Motivation of West Point Cadets:

PNAS , July 2014, Wrzesniewski, Schwartz et al

Page 27: Gamification for the Health Professions

Linking IM and Concept Mapping Through Gamification

Page 28: Gamification for the Health Professions

Narrative

Page 29: Gamification for the Health Professions

Avatar

Page 30: Gamification for the Health Professions

Narrative Driving the Concept Map

Page 31: Gamification for the Health Professions

Gamification, Game-Based Learning, Gameworld

Gamification: The use of game mechanics for engagement, training or performance improvement.

Game-Based Learning: The use of game mechanics to facilitate learning of declarative, procedural or tacit knowledge.

Gameworld: Virtual reality or a simulation of reality with its own boundaries, rules and outcomes. There is no “game” per se, it relies on immersiveness.

Page 32: Gamification for the Health Professions

Healer's QuestImmersive Gameworld

When he taught at Ryerson University, David Chandross noticed that students who did poorly with conventional lecture-based classes tended to perform a full letter grade better after he transformed a human anatomy and physiology course aimed at first-year nursing and midwifery students into one based around a game he’d created called Healer’s Quest. In this experiment, from 2001 to 2003, Dr. Chandross continued to give a one-hour lecture during each three-hour class, twice a week. But now the bulk of the course was spent playing the competitive, non-digital multi-player game.

University Affairs, Moira Macdonald, January 14, 2015

Page 33: Gamification for the Health Professions

Healer Quest Mechanics

Group A

Level PtQuiz Scores

Solve

Experience Pt

Healing Points

EasyCase

HardCase

MidCase

Page 34: Gamification for the Health Professions

Character ClassesSeer

Level I Level 2 Level 3 Level 4 Level 5

X Ray CT Scan IVP MRI Atomic

Page 35: Gamification for the Health Professions

Class Levels Determine Diagnostic Tests or Available Treatments: UNLOCKING

Alchem

1 2 3 4 5

Seer

1 2 3 4 5Priest

1 2 3 4 5Shaman

1 2 3 4 5

CaseHP

Page 36: Gamification for the Health Professions

Die Roll OutcomeProbability Table Based on Alchemist Level

Page 37: Gamification for the Health Professions

In-Game ScoringRounds and End Game

XP1000

XP290

XP2500

Round WinnerMost XP or

XP/HP

XP1500

Page 38: Gamification for the Health Professions

Problem Based Learning Episodes

RelevantPhysiology

DiagnosticTests

Clinical Decision

Need to KnowKnown

Must ResearchTreatment Plan

Page 39: Gamification for the Health Professions

Simulation Games

Page 40: Gamification for the Health Professions

Modular Gaming and Time Limited Simulations

Cascade for the CLRI at BaycrestDr. Raquel Meyers, R.N. Ph.D.

Jennifer Regundin, M.Sc.N.

Page 41: Gamification for the Health Professions

Cascade AppGamification System

Page 42: Gamification for the Health Professions

Cascade: Action Point System

CaseEasy

CaseHard

Action Points6 Total

Page 43: Gamification for the Health Professions

SBAR and SOS Data

SBAR/SOSData Collection

Critical Path 1Easy Case

Critical Path 2Hard Case

PSW

RN

Page 44: Gamification for the Health Professions

ScoringKey is to Spend as Few Action Points as Possible to Gain the Highest Score

Over 50 MinutesCan Have Up To 3 Cases Open at a Time

Case Income10K

WagerMultipliereg. 2X

Case Score20K

Page 45: Gamification for the Health Professions

Level Up/Wager Action PointsAdds Strategic Depth and is a Measure of Confidence

Wager Action Points Higher Reward

Page 46: Gamification for the Health Professions

Trigger, IslandsGame Based Learning and Review

Page 47: Gamification for the Health Professions

Knowledge Island MapTeams Place Markers for Each Correct Answer

Correct Answer Gives One More QuestionMove Through Groups 1-6

Page 48: Gamification for the Health Professions

High Verses Low Strategic Depth (SD)SD Increases Engagement, Replayability

Increasing Player Choices Increases Agency

Page 49: Gamification for the Health Professions

RandomnessIncreases Risk and Surprise

Teaches Learner to Manage Opportunity or Challenge

Page 50: Gamification for the Health Professions

Game Design EleganceHow the Players Distribute “Chips” Can Cause Instant, Unexpected Changes in

the Game Outcome, But Not So Much That it Compromises Effort

Page 51: Gamification for the Health Professions

Online ToolsLearning Management System

Page 52: Gamification for the Health Professions

Gamification Platforms

Page 53: Gamification for the Health Professions

Online ToolsBlogs, Forums, Facebook Page

Page 54: Gamification for the Health Professions

Text-Driven Leveling SystemBaycrest Geriatric Internship Program

Page 55: Gamification for the Health Professions

Hygiea II

6 Week Internship20 StudentsQuests – Cases, Achieve XP by CompletingIndividual or Group: Group Provides BonusLevel 1-4 Case Difficulty (22 Cases Total)Random Time Limited Quests (cert., real life situation)Boss Fights: Triple Jump Die Roll Outcome

Page 56: Gamification for the Health Professions

Age Well Gamification for Senior's Connectedness

Page 57: Gamification for the Health Professions

David Kaufman, SFU

Page 58: Gamification for the Health Professions

Adventure Health GamingDaniel Glazier Grant in Addiction Medicine for Adolescents

CPSO Leah Steele, M.D., Ph.D., Allen Kalpin, M.D.

Page 59: Gamification for the Health Professions

Badge, Leaderboard SystemsAdults in Methadone Treatment

Page 60: Gamification for the Health Professions

Creativity

Page 61: Gamification for the Health Professions

Game Design and Creativity

Page 62: Gamification for the Health Professions

PLAY: Exploration within Boundaries

Page 63: Gamification for the Health Professions

Implementation Roll Out

Page 64: Gamification for the Health Professions

Critical Path

1. Form Game Design Teams2. Create Behavioral Objectives: Instructional Design3. Create Game Mechanic: Game Designer4. Design In-Game Currency System: ID and GD5. Determine Winning Conditions: ID and GD6. Define Leaderboard System and End Game: GD

Page 65: Gamification for the Health Professions

SummaryGame Flow is Everything!

Page 66: Gamification for the Health Professions

Thanks for Playing!