SlideShare une entreprise Scribd logo
1  sur  41
Educational Game Development
in Healthcare
Baltasar Fernandez-Manjon
balta@fdi.ucm.es @BaltaFM
e-UCM research group
Visiting Scientist MGH-LCS
MGH – Laboratory of Computer
Science, Boston, 13/08/2013
e-UCM Research Group
• CS Professor at Complutense U.
– Director of e-UCM
• e-UCM research group about
Learning technologies
– 15 researcher
– Serious games
• Application to the medical domain
– European projects
– www.e-ucm.es
• Collab. with C. Blesius MGH
2
Can be the games used as a didactic
tools in Healthcare?
• What is the potential of videogames in education
and healthcare?
• Other questions
– How to use videogames?
– What can be teach using videogames?
– When to use videogames?
– Where videogames will be played?
• Videogames are very expensive. It is cost-
effective the use of educational videogames?
• Is there any methodology that simplify the
creation of games in healthcare?
Serious games and gamification
• Serious game is “any meaningful use of computerized game/game
industry resources whose chief mission is not entertainment”
• Sawyer, B. (2007). The "Serious Games" Landscape. Presented at the
Instructional & Research Technology Symposium for Arts, Humanities and
Social Sciences, Camden, USA.
• “The word “gamification” has emerged in recent years as a way to
describe interactive online design that plays on people’s
competitive instincts and often incorporates the use of rewards to
drive action—these include virtual rewards such as
points, payments, badges, discounts, and “free” gifts; and status
indicators such as friend counts, retweets, leader
boards, achievement data, progress bars, and the ability to “level
up.”
• Anderson J. , Rainie L. (2012) The Future of Gamification, Pew Internet.
Videogames as educational tools
• Video games can be instrumental in acquiring abilities
and skills like
– Spatial perception and recognition
– Development of visual discernment and separation of
visual attention
– Development of inductive logic
– Cognitive development in scientific/technical aspects
– Development of complex skills
– Spatial representation
– Inductive discovery
– Iconic code construction
– Gender construction
Aguilera M de, Mendiz A. Video games and education. Computers in Entertainment. 2003;1(1):10
Who is playing games?
• Pew Internet report. Adults and Video Games 2008
• 53% of American adults (>= 18) play video games
• 97% of teens play video games
• men (55%) are slightly more likely than women (50%)
to play any kind of digital game
• 76% of students report playing games, compared with
49% of non-students
• computers are the most popular gaming device, but
young adults prefer gaming consoles
• Virtual worlds only draw a small crowd
http://www.pewinternet.org/~/media//Files/Reports/2008/PIP_Adult_gaming_memo.pdf.pdf
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.
Alinier 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.
Effects of 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
Trainer SGI Coventry (de Freitas) Resuscitation 81 (2010) 1175–1179
Educational videogames challenges
• Identification of more large success cases
• including scientific and formal evaluation
• Scalability and maintainability
• reducing initial cost and TCO
• Taking into account curriculum and involving
educators
• Including student evaluation into games
• Learning analytics
• Actual application in educational settings
• Taking into account current technical infrastructure
Games characteristics
• Basically, a game is an abstract world where
some goals should be obtained following
some rules
• Fun elements
– Conflict and challenge
– Fantasy and curiosity
– Perception of the advance
– Progressive difficulty
– Feedback
MGH – Laboratory of Computer Science,
Boston, 13/08/2013
Flow in games
Chen J. Flow in games (and everything else).
Communications of the ACM. 2007;50(4):31.
Laws of Learning For Games’ Linked to
‘Game Design’ (Murphy 2011)
Law of Learning Idea Game Design Techniques
Motivation Motivated students learn Flow is the fundamental attraction of games. Games are
(Law of Readiness) more fun and require moment-by-moment choices. This leads
to extremely motivating experiences.
Feedback Feedback is how Feedback is an essential part of games and a
(Law of Exercise) learners correlate actions requirement for flow. The simplicity of games helps the
with outcomes learner correlate actions to outcomes.
Practice Practice is necessary for Games use practice to promote mastery. They use
(Law of Exercise) learning and mastery increasing difficulty to keep players in flow and promote
the learning of virtual or real skills needed to progress.
Positive Feelings Learning is increased Games are supposed to be fun - defined as the positive
(Law of Effect) when associated with feelings associated with compelling flow experiences.
positive feelings The simplicity and involvement of games encourages
feelings of accomplishment and mastery.
Intensity Intense experiences A person in flow is intensely focused on an activity. The
(Law of Intensity) increase learning, feedback loop intensifies the relationship between action
interest, and retention and outcome. Games use a combination of immersion
and engagement to create intense experiences.
Choice/Involvement Involvement and decision Games simplify the world to a series of interesting and
(Laws of Intensity, making can increase meaningful decisions. From moment to moment, players
Readiness, Effect) motivation, intensity, and are actively engaged in the process of learning through
positive feelings experience.
Evaluation Questions
for “Serious Games” (in Medicine)
• Does it work? (beta-testing)
• Is the content accurate and appropriate for target
audience? (content review)
• Is it easy to use and easy to learn to use? (usability-
navigation)
• Is it compelling/engaging for the target audience?
(realism, satisfaction)
• What are the learning goals? (learning)
• How well do the learners achieve those goals? (learning)
• What else are they learning? (learning)
• Does it track the learner’s performance? (learning
management system)
http://simworkshops.stanford.edu/06_0626/pdf/Evaluating_serious_games.pdf
Educational Game Development
Approach in Healthcare (EGDA)
EGDA Methodology
• Teaching procedural knowledge in healthcare
• game-like simulations created from
– description of medical procedures
– representative teaching cases
• Close collaboration with of game designer
with medical experts
– Minimal requirement for medical experts
• Rapid prototyping using eAdventure
– Early validation by experts
eAdventure: creating videogames
without programming
• Environment to create point and click adventure
games
• Open code (java)
• Multilingual
• Games as Learning Objects (for LMS)
• Support for Learning Analytics
Now working on …
Support for tablets, multidevice (HTML5)
• http://e-adventure.e-ucm.es
eAdventure,
eAdventure game platform
Authoring environment for the production of point-and-click
adventure games & immersive learning simulations
e-Adventure game platform
eAdventure: main characteristics
• Reduce the development and maintenance costs
• Involve the instructors in the design and development
• Focus on adventure videogames
– Story is more important than action
• First person and third person games
• Games are packed as a Learning Objects using the “de facto”
e-learning standards
– IMS Content Packaging & IEEE Learning Object Metadata
• Videogames can be automatically deployed in an e-learning
platform (e.g. Moodle, LAMS, BlackBoard)
• Easy to include support for Learning Analytics
eAdventure educational features
• User tracking and assessment
– the relevant situations can be detected and included
in a report that can be used for auto evaluation or
assessment purposes
• Adaptive games
– The designer can include an adaptation profile for
changing the behaviour of the game (e.g. initial state)
• Produced games can be stored in a repository of
educational contents
– AGREGA Spanish Ministry of Education central
repository for learning contents
• Very simple to include Learning Analytics with eA
games
eAdventure in Medical Education
• CPR game – First-aid 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
http://first-aid-game.e-ucm.es
Evaluation of the first-aid game
• 342 high school students
• Control group with emergency medical
doctors
Experiment
• After a short introduction of the game
students play for 50 minutes
Control group
• Control group expend the same time with 2
emergency medical doctors and a medical
maniquin
CPR game Results
Pre-test and post-test for evaluating knowlege
game
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.
eAdventure in Medical education: evaluation
• HazMat Training (Massachusetts General Hospital)
– Use of the game for evaluate students
– 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 outcome of the game is part of the final grade
Done by Carl Blesius, Pablo Moreno
Educ@ONT : Evaluation, distribution and logistics of
transplants
– National Transplant Organization (Spain)
– Training new staff in the transplant suprahospital
procedures
– Problem: pre-existing situation
• Tacit knowledge, no fully represented in the existing
description of the 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
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.
Now: Surgical Safety Checklist
Surgical Safety Checklist
Surgical Safety Checklist
Improving evaluation: eAdventure +
Learning Analytics (LA)
• eAdventure games can include a learning
analytic module without modifiying the game
• LA information can be used to improve
evaluation
Game Engine
Communication
API
LA Database
• Raw data can feed several systems
– A Learning Record Store (LRS using xAPI)
– A Learning Analytics System
eAdventure + Learning Analytics (xAPI)
Raw data
LRS
Learning
Analytics System
Statements
Analyzer
Statements
Analyzer
EXPERIENCE
API
EXPERIENCE
API
Other experiences with xAPI (MGH)
– Integration of different user information
• Heterogeneus systems
• Medical mannequin simulation data in LMS (The Hub)
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)
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.

Contenu connexe

Tendances

Richard A. Carey - Game Design Canvas
Richard A. Carey - Game Design CanvasRichard A. Carey - Game Design Canvas
Richard A. Carey - Game Design CanvasSeriousGamesAssoc
 
Gamification: How Effective Is It?
Gamification: How Effective Is It?Gamification: How Effective Is It?
Gamification: How Effective Is It?Socialphysicist
 
Data Analysis on Game Statistical Data
Data Analysis on Game Statistical DataData Analysis on Game Statistical Data
Data Analysis on Game Statistical DataAbdul Rahim
 
Engaging Kids in Learning: game based learning and gamification in education
Engaging Kids in Learning: game based learning and gamification in education Engaging Kids in Learning: game based learning and gamification in education
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
 
Video Game Powerpoint
Video Game PowerpointVideo Game Powerpoint
Video Game PowerpointNari07
 
Game Analytics & Machine Learning
Game Analytics & Machine LearningGame Analytics & Machine Learning
Game Analytics & Machine LearningBen Weber
 
Eğitsel oyunlar
Eğitsel oyunlarEğitsel oyunlar
Eğitsel oyunlarhulyayalim
 
Introduction to Game Development and the Game Industry
Introduction to Game Development and the Game IndustryIntroduction to Game Development and the Game Industry
Introduction to Game Development and the Game IndustryNataly Eliyahu
 
Using video games for educational purposes
Using video games for educational purposesUsing video games for educational purposes
Using video games for educational purposess_milly
 
Gaming Technology Presentation
Gaming Technology PresentationGaming Technology Presentation
Gaming Technology PresentationMrQaz996
 
Video Games - advantages and disadvantages
Video Games  - advantages and disadvantagesVideo Games  - advantages and disadvantages
Video Games - advantages and disadvantagesIsabel Miguel
 
Math in video games
Math in video gamesMath in video games
Math in video gamesMarina Njers
 
Machine Learning in Healthcare
Machine Learning in HealthcareMachine Learning in Healthcare
Machine Learning in HealthcareBigR.io
 
Gaming technology Presentation
Gaming technology PresentationGaming technology Presentation
Gaming technology PresentationSouravPadhi5
 

Tendances (20)

Gamification
GamificationGamification
Gamification
 
Richard A. Carey - Game Design Canvas
Richard A. Carey - Game Design CanvasRichard A. Carey - Game Design Canvas
Richard A. Carey - Game Design Canvas
 
Langley
LangleyLangley
Langley
 
Gamification: How Effective Is It?
Gamification: How Effective Is It?Gamification: How Effective Is It?
Gamification: How Effective Is It?
 
Data Analysis on Game Statistical Data
Data Analysis on Game Statistical DataData Analysis on Game Statistical Data
Data Analysis on Game Statistical Data
 
Engaging Kids in Learning: game based learning and gamification in education
Engaging Kids in Learning: game based learning and gamification in education Engaging Kids in Learning: game based learning and gamification in education
Engaging Kids in Learning: game based learning and gamification in education
 
Video Game Powerpoint
Video Game PowerpointVideo Game Powerpoint
Video Game Powerpoint
 
Game Analytics & Machine Learning
Game Analytics & Machine LearningGame Analytics & Machine Learning
Game Analytics & Machine Learning
 
Eğitsel oyunlar
Eğitsel oyunlarEğitsel oyunlar
Eğitsel oyunlar
 
Introduction to Game Development and the Game Industry
Introduction to Game Development and the Game IndustryIntroduction to Game Development and the Game Industry
Introduction to Game Development and the Game Industry
 
Using video games for educational purposes
Using video games for educational purposesUsing video games for educational purposes
Using video games for educational purposes
 
Gaming technology
Gaming technologyGaming technology
Gaming technology
 
Introduction to Gamification
Introduction to GamificationIntroduction to Gamification
Introduction to Gamification
 
Gaming Technology Presentation
Gaming Technology PresentationGaming Technology Presentation
Gaming Technology Presentation
 
Gamification In Education
Gamification In EducationGamification In Education
Gamification In Education
 
Video Games - advantages and disadvantages
Video Games  - advantages and disadvantagesVideo Games  - advantages and disadvantages
Video Games - advantages and disadvantages
 
Play
Play Play
Play
 
Math in video games
Math in video gamesMath in video games
Math in video games
 
Machine Learning in Healthcare
Machine Learning in HealthcareMachine Learning in Healthcare
Machine Learning in Healthcare
 
Gaming technology Presentation
Gaming technology PresentationGaming technology Presentation
Gaming technology Presentation
 

En vedette

Trash or treasure: Developing a game for youth about recycling, trash and com...
Trash or treasure: Developing a game for youth about recycling, trash and com...Trash or treasure: Developing a game for youth about recycling, trash and com...
Trash or treasure: Developing a game for youth about recycling, trash and com...Paul Treadwell
 
Chapter 11:Training in Sports
Chapter 11:Training in SportsChapter 11:Training in Sports
Chapter 11:Training in SportsVibha Choudhary
 
Chapter 8 Fundamentals of Anatomy and Physiology
Chapter 8 Fundamentals of Anatomy and PhysiologyChapter 8 Fundamentals of Anatomy and Physiology
Chapter 8 Fundamentals of Anatomy and PhysiologyVibha Choudhary
 
The negative and positive impacts of video games
The negative and positive impacts of video gamesThe negative and positive impacts of video games
The negative and positive impacts of video gamesbradjgibbons
 
Chapter 10: Psychology and Sports
Chapter 10: Psychology and SportsChapter 10: Psychology and Sports
Chapter 10: Psychology and SportsVibha Choudhary
 
Psychology chapter learning presentation
Psychology chapter learning presentationPsychology chapter learning presentation
Psychology chapter learning presentationSafeer Ali
 
Laws of learning
Laws of learningLaws of learning
Laws of learningchezka8
 
Learning (Psychology) Lecture notes by Imran Ahmad Sajid
Learning (Psychology) Lecture notes by Imran Ahmad SajidLearning (Psychology) Lecture notes by Imran Ahmad Sajid
Learning (Psychology) Lecture notes by Imran Ahmad SajidDr. Imran A. Sajid
 

En vedette (11)

Trash or treasure: Developing a game for youth about recycling, trash and com...
Trash or treasure: Developing a game for youth about recycling, trash and com...Trash or treasure: Developing a game for youth about recycling, trash and com...
Trash or treasure: Developing a game for youth about recycling, trash and com...
 
learning theory
learning theorylearning theory
learning theory
 
Learning
LearningLearning
Learning
 
School safety plan
School safety planSchool safety plan
School safety plan
 
Chapter 11:Training in Sports
Chapter 11:Training in SportsChapter 11:Training in Sports
Chapter 11:Training in Sports
 
Chapter 8 Fundamentals of Anatomy and Physiology
Chapter 8 Fundamentals of Anatomy and PhysiologyChapter 8 Fundamentals of Anatomy and Physiology
Chapter 8 Fundamentals of Anatomy and Physiology
 
The negative and positive impacts of video games
The negative and positive impacts of video gamesThe negative and positive impacts of video games
The negative and positive impacts of video games
 
Chapter 10: Psychology and Sports
Chapter 10: Psychology and SportsChapter 10: Psychology and Sports
Chapter 10: Psychology and Sports
 
Psychology chapter learning presentation
Psychology chapter learning presentationPsychology chapter learning presentation
Psychology chapter learning presentation
 
Laws of learning
Laws of learningLaws of learning
Laws of learning
 
Learning (Psychology) Lecture notes by Imran Ahmad Sajid
Learning (Psychology) Lecture notes by Imran Ahmad SajidLearning (Psychology) Lecture notes by Imran Ahmad Sajid
Learning (Psychology) Lecture notes by Imran Ahmad Sajid
 

Similaire à Educational game development in healthcare

Serious games: current uses and emergent trends
Serious games: current uses and emergent trends Serious games: current uses and emergent trends
Serious games: current uses and emergent trends Baltasar Fernández-Manjón
 
Developing serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalDeveloping serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalBaltasar Fernández-Manjón
 
Effect of Computer-Based Video Games on Children: An Experimental Study
Effect of Computer-Based Video Games on Children: An Experimental StudyEffect of Computer-Based Video Games on Children: An Experimental Study
Effect of Computer-Based Video Games on Children: An Experimental Studyshaimaa88
 
The Effects Of Video Games Towards Students’
The Effects Of Video Games Towards Students’The Effects Of Video Games Towards Students’
The Effects Of Video Games Towards Students’Blair E
 
14 selected topics for e-learning technologies (gbl)
14 selected topics for e-learning technologies (gbl)14 selected topics for e-learning technologies (gbl)
14 selected topics for e-learning technologies (gbl)宥均 林
 
Alternative Approaches to Educational Experience
Alternative Approaches to Educational ExperienceAlternative Approaches to Educational Experience
Alternative Approaches to Educational ExperiencezSpace
 
Exploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesExploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesJosé Manuel Sáez López
 
IRJET- Application of Information Technology and Serious Games in Education
IRJET- Application of Information Technology and Serious Games in EducationIRJET- Application of Information Technology and Serious Games in Education
IRJET- Application of Information Technology and Serious Games in EducationIRJET Journal
 
Accessible Games for Health and K-12 Education: Lessons from the Classroom
Accessible Games for Health and K-12 Education: Lessons from the ClassroomAccessible Games for Health and K-12 Education: Lessons from the Classroom
Accessible Games for Health and K-12 Education: Lessons from the ClassroomLynn Marentette
 
Thesis presentation
Thesis presentationThesis presentation
Thesis presentationRinkweijs
 
Using Games in the Classroom
Using Games in the ClassroomUsing Games in the Classroom
Using Games in the ClassroomMae Guerra
 
Serious games review
Serious games reviewSerious games review
Serious games reviewRoel Palmaers
 
Emerging trends in education
Emerging trends in education Emerging trends in education
Emerging trends in education swathisaru
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishAssociate Professor in VSB Coimbatore
 
Technology In The Classroom
Technology In The ClassroomTechnology In The Classroom
Technology In The Classroomnrcheek
 
Digital Game Based Learning Once Removed Teaching Teachers
Digital Game Based Learning Once Removed Teaching TeachersDigital Game Based Learning Once Removed Teaching Teachers
Digital Game Based Learning Once Removed Teaching Teachersoooh
 
Video Games, Virtual Environments & Education
Video Games, Virtual Environments & EducationVideo Games, Virtual Environments & Education
Video Games, Virtual Environments & EducationJoanna Robinson
 

Similaire à Educational game development in healthcare (20)

Serious games: current uses and emergent trends
Serious games: current uses and emergent trends Serious games: current uses and emergent trends
Serious games: current uses and emergent trends
 
Developing serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, PortugalDeveloping serious games SIIE 2013, Viseu, Portugal
Developing serious games SIIE 2013, Viseu, Portugal
 
Effect of Computer-Based Video Games on Children: An Experimental Study
Effect of Computer-Based Video Games on Children: An Experimental StudyEffect of Computer-Based Video Games on Children: An Experimental Study
Effect of Computer-Based Video Games on Children: An Experimental Study
 
Games for health do they really work
Games for health do they really work Games for health do they really work
Games for health do they really work
 
The Effects Of Video Games Towards Students’
The Effects Of Video Games Towards Students’The Effects Of Video Games Towards Students’
The Effects Of Video Games Towards Students’
 
14 selected topics for e-learning technologies (gbl)
14 selected topics for e-learning technologies (gbl)14 selected topics for e-learning technologies (gbl)
14 selected topics for e-learning technologies (gbl)
 
Alternative Approaches to Educational Experience
Alternative Approaches to Educational ExperienceAlternative Approaches to Educational Experience
Alternative Approaches to Educational Experience
 
Exploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesExploring application attitudes and integration of video games
Exploring application attitudes and integration of video games
 
IRJET- Application of Information Technology and Serious Games in Education
IRJET- Application of Information Technology and Serious Games in EducationIRJET- Application of Information Technology and Serious Games in Education
IRJET- Application of Information Technology and Serious Games in Education
 
Accessible Games for Health and K-12 Education: Lessons from the Classroom
Accessible Games for Health and K-12 Education: Lessons from the ClassroomAccessible Games for Health and K-12 Education: Lessons from the Classroom
Accessible Games for Health and K-12 Education: Lessons from the Classroom
 
Thesis presentation
Thesis presentationThesis presentation
Thesis presentation
 
Using Games in the Classroom
Using Games in the ClassroomUsing Games in the Classroom
Using Games in the Classroom
 
Serious games review
Serious games reviewSerious games review
Serious games review
 
Emerging trends in education
Emerging trends in education Emerging trends in education
Emerging trends in education
 
Invest achievement math in art
Invest achievement math in art Invest achievement math in art
Invest achievement math in art
 
Artikel it
Artikel itArtikel it
Artikel it
 
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and EnglishEducational Gaming Mobile App in Assisting Kids in Learning Math and English
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
 
Technology In The Classroom
Technology In The ClassroomTechnology In The Classroom
Technology In The Classroom
 
Digital Game Based Learning Once Removed Teaching Teachers
Digital Game Based Learning Once Removed Teaching TeachersDigital Game Based Learning Once Removed Teaching Teachers
Digital Game Based Learning Once Removed Teaching Teachers
 
Video Games, Virtual Environments & Education
Video Games, Virtual Environments & EducationVideo Games, Virtual Environments & Education
Video Games, Virtual Environments & Education
 

Plus de Baltasar Fernández-Manjón

Articodign juego para mejorar el aprendizaje de la programacion.pptx
Articodign juego para mejorar el aprendizaje de la programacion.pptxArticodign juego para mejorar el aprendizaje de la programacion.pptx
Articodign juego para mejorar el aprendizaje de la programacion.pptxBaltasar Fernández-Manjón
 
Icce21 systematizing game learning analytics for improving serious games life...
Icce21 systematizing game learning analytics for improving serious games life...Icce21 systematizing game learning analytics for improving serious games life...
Icce21 systematizing game learning analytics for improving serious games life...Baltasar Fernández-Manjón
 
Metaverses lifelong learning in a changing world
Metaverses lifelong learning in a changing worldMetaverses lifelong learning in a changing world
Metaverses lifelong learning in a changing worldBaltasar Fernández-Manjón
 
Extending narrative serious games using ad hoc minigames
Extending narrative serious games using ad hoc minigamesExtending narrative serious games using ad hoc minigames
Extending narrative serious games using ad hoc minigamesBaltasar Fernández-Manjón
 
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYINGCONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYINGBaltasar Fernández-Manjón
 
Pandemia: Oportunidades para el e-learning desde los juegos serios y las ana...
Pandemia: Oportunidades para el e-learning  desde los juegos serios y las ana...Pandemia: Oportunidades para el e-learning  desde los juegos serios y las ana...
Pandemia: Oportunidades para el e-learning desde los juegos serios y las ana...Baltasar Fernández-Manjón
 
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVA
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVASimplifying Serious Games Authoring and Validation with uAdventure and SIMVA
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVABaltasar Fernández-Manjón
 
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019Baltasar Fernández-Manjón
 
uAdventure simplifying narrative serious games development - icalt 2019 (1)
uAdventure  simplifying narrative serious games development - icalt 2019 (1)uAdventure  simplifying narrative serious games development - icalt 2019 (1)
uAdventure simplifying narrative serious games development - icalt 2019 (1)Baltasar Fernández-Manjón
 
Simva: Simplifying the scientific validation of serious games icalt2019
Simva: Simplifying the scientific validation of serious games icalt2019Simva: Simplifying the scientific validation of serious games icalt2019
Simva: Simplifying the scientific validation of serious games icalt2019Baltasar Fernández-Manjón
 
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...Baltasar Fernández-Manjón
 
From heterogeneous activities to unified analytics dashboards
From heterogeneous activities to unified analytics dashboardsFrom heterogeneous activities to unified analytics dashboards
From heterogeneous activities to unified analytics dashboardsBaltasar Fernández-Manjón
 
Serious games, analiticas conectado cyberbullying ull cultura digital
Serious games, analiticas conectado cyberbullying ull cultura digitalSerious games, analiticas conectado cyberbullying ull cultura digital
Serious games, analiticas conectado cyberbullying ull cultura digitalBaltasar Fernández-Manjón
 
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...Baltasar Fernández-Manjón
 
Game learning analytics dashboards teacher understanding icwl18
Game learning analytics dashboards teacher understanding icwl18Game learning analytics dashboards teacher understanding icwl18
Game learning analytics dashboards teacher understanding icwl18Baltasar Fernández-Manjón
 

Plus de Baltasar Fernández-Manjón (20)

Articodign juego para mejorar el aprendizaje de la programacion.pptx
Articodign juego para mejorar el aprendizaje de la programacion.pptxArticodign juego para mejorar el aprendizaje de la programacion.pptx
Articodign juego para mejorar el aprendizaje de la programacion.pptx
 
Juegos serios en museos -
Juegos serios en museos -Juegos serios en museos -
Juegos serios en museos -
 
Icce21 systematizing game learning analytics for improving serious games life...
Icce21 systematizing game learning analytics for improving serious games life...Icce21 systematizing game learning analytics for improving serious games life...
Icce21 systematizing game learning analytics for improving serious games life...
 
Metaverses lifelong learning in a changing world
Metaverses lifelong learning in a changing worldMetaverses lifelong learning in a changing world
Metaverses lifelong learning in a changing world
 
Extending narrative serious games using ad hoc minigames
Extending narrative serious games using ad hoc minigamesExtending narrative serious games using ad hoc minigames
Extending narrative serious games using ad hoc minigames
 
E madrid jornadas 2021 ucm final
E madrid jornadas 2021 ucm finalE madrid jornadas 2021 ucm final
E madrid jornadas 2021 ucm final
 
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYINGCONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING
CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING
 
Pandemia: Oportunidades para el e-learning desde los juegos serios y las ana...
Pandemia: Oportunidades para el e-learning  desde los juegos serios y las ana...Pandemia: Oportunidades para el e-learning  desde los juegos serios y las ana...
Pandemia: Oportunidades para el e-learning desde los juegos serios y las ana...
 
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVA
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVASimplifying Serious Games Authoring and Validation with uAdventure and SIMVA
Simplifying Serious Games Authoring and Validation with uAdventure and SIMVA
 
UIU juegos serios y analiticas de aprendizaje
UIU juegos serios y analiticas de aprendizajeUIU juegos serios y analiticas de aprendizaje
UIU juegos serios y analiticas de aprendizaje
 
Investigacion en Juegos Serios
Investigacion en Juegos SeriosInvestigacion en Juegos Serios
Investigacion en Juegos Serios
 
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019
Una visión critica sobre las tecnologias inmersivas en educación Aumentame 2019
 
uAdventure simplifying narrative serious games development - icalt 2019 (1)
uAdventure  simplifying narrative serious games development - icalt 2019 (1)uAdventure  simplifying narrative serious games development - icalt 2019 (1)
uAdventure simplifying narrative serious games development - icalt 2019 (1)
 
Simva: Simplifying the scientific validation of serious games icalt2019
Simva: Simplifying the scientific validation of serious games icalt2019Simva: Simplifying the scientific validation of serious games icalt2019
Simva: Simplifying the scientific validation of serious games icalt2019
 
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...
Intégration de jeux numériques à l’école et analytique de l’apprentissage fri...
 
From heterogeneous activities to unified analytics dashboards
From heterogeneous activities to unified analytics dashboardsFrom heterogeneous activities to unified analytics dashboards
From heterogeneous activities to unified analytics dashboards
 
xAPI Application Profile for Serious Games
xAPI Application Profile for Serious GamesxAPI Application Profile for Serious Games
xAPI Application Profile for Serious Games
 
Serious games, analiticas conectado cyberbullying ull cultura digital
Serious games, analiticas conectado cyberbullying ull cultura digitalSerious games, analiticas conectado cyberbullying ull cultura digital
Serious games, analiticas conectado cyberbullying ull cultura digital
 
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...
Uso de tecnología de juegos para automatizar pruebas neuropsicológicas e inve...
 
Game learning analytics dashboards teacher understanding icwl18
Game learning analytics dashboards teacher understanding icwl18Game learning analytics dashboards teacher understanding icwl18
Game learning analytics dashboards teacher understanding icwl18
 

Dernier

HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...Nguyen Thanh Tu Collection
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONHumphrey A Beña
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfTechSoup
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersSabitha Banu
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...JhezDiaz1
 
Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Jisc
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxMaryGraceBautista27
 
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTS
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTSGRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTS
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTSJoshuaGantuangco2
 
ENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomnelietumpap1
 
What is Model Inheritance in Odoo 17 ERP
What is Model Inheritance in Odoo 17 ERPWhat is Model Inheritance in Odoo 17 ERP
What is Model Inheritance in Odoo 17 ERPCeline George
 
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Celine George
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
Gas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxGas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxDr.Ibrahim Hassaan
 
Q4 English4 Week3 PPT Melcnmg-based.pptx
Q4 English4 Week3 PPT Melcnmg-based.pptxQ4 English4 Week3 PPT Melcnmg-based.pptx
Q4 English4 Week3 PPT Melcnmg-based.pptxnelietumpap1
 
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxiammrhaywood
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfphamnguyenenglishnb
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxAshokKarra1
 

Dernier (20)

HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
 
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdfTataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
 
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptxFINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginners
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
 
Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptx
 
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTS
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTSGRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTS
GRADE 4 - SUMMATIVE TEST QUARTER 4 ALL SUBJECTS
 
ENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choom
 
What is Model Inheritance in Odoo 17 ERP
What is Model Inheritance in Odoo 17 ERPWhat is Model Inheritance in Odoo 17 ERP
What is Model Inheritance in Odoo 17 ERP
 
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptxLEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
 
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
Gas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxGas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptx
 
Q4 English4 Week3 PPT Melcnmg-based.pptx
Q4 English4 Week3 PPT Melcnmg-based.pptxQ4 English4 Week3 PPT Melcnmg-based.pptx
Q4 English4 Week3 PPT Melcnmg-based.pptx
 
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptx
 

Educational game development in healthcare

  • 1. Educational Game Development in Healthcare Baltasar Fernandez-Manjon balta@fdi.ucm.es @BaltaFM e-UCM research group Visiting Scientist MGH-LCS MGH – Laboratory of Computer Science, Boston, 13/08/2013
  • 2. e-UCM Research Group • CS Professor at Complutense U. – Director of e-UCM • e-UCM research group about Learning technologies – 15 researcher – Serious games • Application to the medical domain – European projects – www.e-ucm.es • Collab. with C. Blesius MGH 2
  • 3. Can be the games used as a didactic tools in Healthcare? • What is the potential of videogames in education and healthcare? • Other questions – How to use videogames? – What can be teach using videogames? – When to use videogames? – Where videogames will be played? • Videogames are very expensive. It is cost- effective the use of educational videogames? • Is there any methodology that simplify the creation of games in healthcare?
  • 4. Serious games and gamification • Serious game is “any meaningful use of computerized game/game industry resources whose chief mission is not entertainment” • Sawyer, B. (2007). The "Serious Games" Landscape. Presented at the Instructional & Research Technology Symposium for Arts, Humanities and Social Sciences, Camden, USA. • “The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.” • Anderson J. , Rainie L. (2012) The Future of Gamification, Pew Internet.
  • 5. Videogames as educational tools • Video games can be instrumental in acquiring abilities and skills like – Spatial perception and recognition – Development of visual discernment and separation of visual attention – Development of inductive logic – Cognitive development in scientific/technical aspects – Development of complex skills – Spatial representation – Inductive discovery – Iconic code construction – Gender construction Aguilera M de, Mendiz A. Video games and education. Computers in Entertainment. 2003;1(1):10
  • 6. Who is playing games? • Pew Internet report. Adults and Video Games 2008 • 53% of American adults (>= 18) play video games • 97% of teens play video games • men (55%) are slightly more likely than women (50%) to play any kind of digital game • 76% of students report playing games, compared with 49% of non-students • computers are the most popular gaming device, but young adults prefer gaming consoles • Virtual worlds only draw a small crowd http://www.pewinternet.org/~/media//Files/Reports/2008/PIP_Adult_gaming_memo.pdf.pdf
  • 7. 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.
  • 8. Alinier 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. Effects of 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
  • 10. Trainer SGI Coventry (de Freitas) Resuscitation 81 (2010) 1175–1179
  • 11. Educational videogames challenges • Identification of more large success cases • including scientific and formal evaluation • Scalability and maintainability • reducing initial cost and TCO • Taking into account curriculum and involving educators • Including student evaluation into games • Learning analytics • Actual application in educational settings • Taking into account current technical infrastructure
  • 12. Games characteristics • Basically, a game is an abstract world where some goals should be obtained following some rules • Fun elements – Conflict and challenge – Fantasy and curiosity – Perception of the advance – Progressive difficulty – Feedback
  • 13. MGH – Laboratory of Computer Science, Boston, 13/08/2013 Flow in games Chen J. Flow in games (and everything else). Communications of the ACM. 2007;50(4):31.
  • 14. Laws of Learning For Games’ Linked to ‘Game Design’ (Murphy 2011) Law of Learning Idea Game Design Techniques Motivation Motivated students learn Flow is the fundamental attraction of games. Games are (Law of Readiness) more fun and require moment-by-moment choices. This leads to extremely motivating experiences. Feedback Feedback is how Feedback is an essential part of games and a (Law of Exercise) learners correlate actions requirement for flow. The simplicity of games helps the with outcomes learner correlate actions to outcomes. Practice Practice is necessary for Games use practice to promote mastery. They use (Law of Exercise) learning and mastery increasing difficulty to keep players in flow and promote the learning of virtual or real skills needed to progress. Positive Feelings Learning is increased Games are supposed to be fun - defined as the positive (Law of Effect) when associated with feelings associated with compelling flow experiences. positive feelings The simplicity and involvement of games encourages feelings of accomplishment and mastery. Intensity Intense experiences A person in flow is intensely focused on an activity. The (Law of Intensity) increase learning, feedback loop intensifies the relationship between action interest, and retention and outcome. Games use a combination of immersion and engagement to create intense experiences. Choice/Involvement Involvement and decision Games simplify the world to a series of interesting and (Laws of Intensity, making can increase meaningful decisions. From moment to moment, players Readiness, Effect) motivation, intensity, and are actively engaged in the process of learning through positive feelings experience.
  • 15. Evaluation Questions for “Serious Games” (in Medicine) • Does it work? (beta-testing) • Is the content accurate and appropriate for target audience? (content review) • Is it easy to use and easy to learn to use? (usability- navigation) • Is it compelling/engaging for the target audience? (realism, satisfaction) • What are the learning goals? (learning) • How well do the learners achieve those goals? (learning) • What else are they learning? (learning) • Does it track the learner’s performance? (learning management system) http://simworkshops.stanford.edu/06_0626/pdf/Evaluating_serious_games.pdf
  • 17. EGDA Methodology • Teaching procedural knowledge in healthcare • game-like simulations created from – description of medical procedures – representative teaching cases • Close collaboration with of game designer with medical experts – Minimal requirement for medical experts • Rapid prototyping using eAdventure – Early validation by experts
  • 18. eAdventure: creating videogames without programming • Environment to create point and click adventure games • Open code (java) • Multilingual • Games as Learning Objects (for LMS) • Support for Learning Analytics Now working on … Support for tablets, multidevice (HTML5) • http://e-adventure.e-ucm.es eAdventure,
  • 19. eAdventure game platform Authoring environment for the production of point-and-click adventure games & immersive learning simulations
  • 21. eAdventure: main characteristics • Reduce the development and maintenance costs • Involve the instructors in the design and development • Focus on adventure videogames – Story is more important than action • First person and third person games • Games are packed as a Learning Objects using the “de facto” e-learning standards – IMS Content Packaging & IEEE Learning Object Metadata • Videogames can be automatically deployed in an e-learning platform (e.g. Moodle, LAMS, BlackBoard) • Easy to include support for Learning Analytics
  • 22. eAdventure educational features • User tracking and assessment – the relevant situations can be detected and included in a report that can be used for auto evaluation or assessment purposes • Adaptive games – The designer can include an adaptation profile for changing the behaviour of the game (e.g. initial state) • Produced games can be stored in a repository of educational contents – AGREGA Spanish Ministry of Education central repository for learning contents • Very simple to include Learning Analytics with eA games
  • 23. eAdventure in Medical Education • CPR game – First-aid 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
  • 25. Evaluation of the first-aid game • 342 high school students • Control group with emergency medical doctors
  • 26. Experiment • After a short introduction of the game students play for 50 minutes
  • 27. Control group • Control group expend the same time with 2 emergency medical doctors and a medical maniquin
  • 28. CPR game Results Pre-test and post-test for evaluating knowlege game 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.
  • 29. eAdventure in Medical education: evaluation • HazMat Training (Massachusetts General Hospital) – Use of the game for evaluate students – 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 outcome of the game is part of the final grade Done by Carl Blesius, Pablo Moreno
  • 30.
  • 31.
  • 32. Educ@ONT : Evaluation, distribution and logistics of transplants – National Transplant Organization (Spain) – Training new staff in the transplant suprahospital procedures – Problem: pre-existing situation • Tacit knowledge, no fully represented in the existing description of the 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
  • 33. 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.
  • 34. Now: Surgical Safety Checklist
  • 37. Improving evaluation: eAdventure + Learning Analytics (LA) • eAdventure games can include a learning analytic module without modifiying the game • LA information can be used to improve evaluation Game Engine Communication API LA Database
  • 38. • Raw data can feed several systems – A Learning Record Store (LRS using xAPI) – A Learning Analytics System eAdventure + Learning Analytics (xAPI) Raw data LRS Learning Analytics System Statements Analyzer Statements Analyzer EXPERIENCE API EXPERIENCE API
  • 39. Other experiences with xAPI (MGH) – Integration of different user information • Heterogeneus systems • Medical mannequin simulation data in LMS (The Hub)
  • 40. 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)
  • 41. 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.