scholarly journals A Comprehensive Review of Serious Games in Health Professions

2014 ◽  
Vol 2014 ◽  
pp. 1-11 ◽  
Author(s):  
Francesco Ricciardi ◽  
Lucio Tommaso De Paolis

Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and training have to be practiced during the entire working period and not only limited to school years. The use of new technology such as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming describes a technology that can educate and train while entertaining users. This type of training can be very useful for health professions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching. In some fields it represents an ideal instrument for continuous health professions education also in terms of costs because it is cheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious games developed for health professions and health related fields in order to understand if they are useful tools for health related fields training. Many papers confirmed that serious gaming is a useful technology that improves learning and skills development for health professionals.

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


Author(s):  
Norlinda Binti Mohd Rozar ◽  
Abdullah Bin Ibrahim ◽  
Muhammad Ashlyzan Bin Razik

In response to the demanding change in work environments, most companies not only depend on traditional training, but also on e-learning and emphasizing it in safety and health. The benefits and cost effectiveness of the benefits of e-learning training are trusted. Nevertheless, accidents still happen at the workplace. This has become an issue to be studied, especially on the effectiveness of e-learning training in comparison to traditional training. In this study, a framework to measure comparative effectiveness between these two learning environments was developed based on Kirkpatrick’s four-level evaluation model and a case study was applied to test all the levels of the framework. These four levels include participant reaction, learning, achievements, behavior of employees, and results. The interview results indicated that there is no difference in the rating of the effectiveness of the two training methods based on Kirkpatrick’s model.


Author(s):  
Karim A. Remtulla

This article advocates workplace adult education and training researchers and scholar practitioners interested in career and technical education (CTE), adult education and technology, and who are attempting social and cultural critiques of workplace e-learning. The emphasis on the technological and artefactual in workplace e-learning research and study are not producing the expected learning outcomes from workplace adult education and training to the degree anticipated. Given increasingly global and diverse workforces, the research and study of workplace e-learning as a socio-culturally ‘negotiated’ space may be an alternate approach toward a more socially and culturally informed understanding of adult learning from workplace e-learning.


2011 ◽  
Vol 1 (3) ◽  
pp. 46-61 ◽  
Author(s):  
Norlinda Binti Mohd Rozar ◽  
Abdullah Bin Ibrahim ◽  
Muhammad Ashlyzan Bin Razik

In response to the demanding change in work environments, most companies not only depend on traditional training, but also on e-learning and emphasizing it in safety and health. The benefits and cost effectiveness of the benefits of e-learning training are trusted. Nevertheless, accidents still happen at the workplace. This has become an issue to be studied, especially on the effectiveness of e-learning training in comparison to traditional training. In this study, a framework to measure comparative effectiveness between these two learning environments was developed based on Kirkpatrick’s four-level evaluation model and a case study was applied to test all the levels of the framework. These four levels include participant reaction, learning, achievements, behavior of employees, and results. The interview results indicated that there is no difference in the rating of the effectiveness of the two training methods based on Kirkpatrick’s model.


2017 ◽  
Vol 14 (2/3) ◽  
pp. 241-253 ◽  
Author(s):  
Minh Nguyen ◽  
Mohammed Melaisi ◽  
Brent Cowan ◽  
Alvaro Joffre Uribe Quevedo ◽  
Bill Kapralos

Purpose The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical bone-based drilling in particular) with serious games and virtual simulations as an affordable training solution with the potential of complementing current and traditional training methods. Design/methodology/approach The authors present the adaptation of two low-end haptic devices (Novint Falcon and Geomagic 3D Touch) to simulate a surgical drill drilling through bone for a serious game developed for total knee arthroplasty training. The implementation was possible through the analysis of the bone drilling mechanics. The authors provide a quantitative comparison of both haptic devices with respect to forces, movements, and development. Findings Although further testing is required, the initial results demonstrate that the low-end, consumer-level haptic devices can be incorporated into virtual environments/serious games to allow for the simulation of surgical drilling. The authors also believe that the results will generalize and allow these devices to be used to simulate a variety of technical-based medical procedures. Originality/value In contrast to previous work where the focus is placed on cost-prohibitive haptic devices, this approach considers affordable consumer-level solutions that can be easily incorporated into a variety of serious games and virtual simulations. This holds promise that haptic-based virtual simulation and serious games become more widespread, ultimately ensuring that medical trainees are better prepared before exposure to live patients.


Author(s):  
Daniel Teghe ◽  
Bruce Allen Knight

The adoption and innovative use of computer-mediated communication (CMC) technology can have positive outcomes for regional development (Ashford, 1999; Harris, 1999; Mitchell, 2003). Especially when it involves the use of online environments, CMC can lead to what Gillespie, Richardson, and Cornford (2001) refer to as the “death of distance,” and is likely to boost opportunities for growth in e-commerce, e-business, and e-learning in the regions. Although such growth depends on continuous learning and innovation (Rainnie, 2002), actual opportunities for learning and training can be affected by approaches to the provision of online learning that are unnecessarily rigid and inflexible. Online education and training methods that include strict participation requirements can have the effect of marginalizing and excluding those learners who cannot engage with inflexible and regimented learning contexts. This represents an important problem in regions, because of limited access to other learning contexts.


2016 ◽  
Vol 11 (02) ◽  
Author(s):  
Vandana Jindal ◽  
Vandana Jindal

Case based reasoning (CBR) technology presents a foundation for a new technology of building intelligent systems for teaching, learning and training. This Technology directly addresses the problems found in the traditional artificial intelligence (AI) techniques, e.g. the problems of knowledge acquisition, remembering, robust and maintenance. This paper discusses the CBR methodology, the research issues and technical aspects of implementing effective intelligent e-learning systems. Some examples of successful applications in different domain are also given in the paper.


2020 ◽  
Vol 9 (2) ◽  
pp. 182-195
Author(s):  
Wida Yanto

Abstract This research was based on the teaching and learning process now in the education and training field which most of it still tends to be done conventionally. Learning through E-learning can overcome the constraints of space and time. Widyaiswara (Instructor) and training participants can make the learning process both synchronous (direct), and asynchronous (indirectly) through the virtual world. This study is intended to describe the influence of LMS Schoology in improving the learning outcomes of English Training participants in Religious Education and Training Center (BDK) Surabaya. Formulation of the problem “Is there a significant and positive influence on the use of LMS Schoology on Improving Learning Outcomes of English Teacher Training Participants?” The research method used is pre-experimental one group pretest-postets with regression analysis. Regression analysis is used to find out how much influence the independent variable has on the increase in the dependent variable. The results showed that after teaching and learning process was carried out with the LMS Schoology application media there is a significant and positive influence on the use of LMS Schoology to increase the learning outcomes of English Teacher Training participants and the amount of the influence of the LMS Schoology usage variable on the increase participant learning outcomes is 77.4%. That is, the effect of LMS Schoology on the learning outcomes of training participants is 77.4%.   Keywords: E-learning, LMS Schoology, learning outcomes


2021 ◽  
Vol 16 (2) ◽  
pp. 777-788
Author(s):  
Zhao Jia ◽  
Borhannudin Bin Abdullah ◽  
Roxana Dev Omar Dev ◽  
Shamsulariffin Bin Samsudin

The aim of the study is to investigate the effect of fifteen-week basic soccer training and education by coaching youth soccer players who are under eight (U8) and under ten (U10) years old. This study has included 24 children (U8 and U10) who have participated in the physical fitness sessions of football at school. Twelve participants in the experimental group (EG) undertook intervention training in games. Twelve young players served as a control group (CG) undertook traditional training methods used in Dali Football Club. Experimental groups indicated greater improvements than control groups (P<0.05) at four tests of basic technical education of football. The results indicated that soccer education and training four times a week can improve the basic skills of football of U8 and U10 children.  Study concluded that the training in games methods considered in this study might be suitable to design an effective coaching methods and training sessions aimed at the development of the fundamental skills in youth soccer players.   Keywords: Soccer training; coaching, Games; effective coaching methods, Sports Education, Physical Education


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