Literature DB >> 18464139

Leveraging game-informed healthcare education.

Michael Begg1.   

Abstract

The perceived potential of computer games to afford healthcare teachers new, innovative approaches to designing compelling experiential learning activities continue to grow apace. This paper considers the current 'state of play' with regards to the introduction of game-based learning activities into healthcare education. Game-based learning invites opportunities for richly immersive learning activities, but is expensive to implement, and time consuming to develop. There are also significant risks inherent in attempting to embed learning activities within recognizable game frameworks and genres. This work, therefore, attempts to establish a clear differentiation between game-based and game-informed learning. Where game-based learning attempts to situate learners as players and provide learning activities within a recognisable game delivery model, game-informed learning suggests that it is possible to make teaching practices more game-like by applying the principals of game play without necessarily having to be committed to developing a game to produce the same compelling, immersive learning experiences.

Mesh:

Year:  2008        PMID: 18464139     DOI: 10.1080/01421590701874041

Source DB:  PubMed          Journal:  Med Teach        ISSN: 0142-159X            Impact factor:   3.650


  13 in total

1.  Educational card games to teach pharmacotherapeutics in an advanced pharmacy practice experience.

Authors:  Sean M Barclay; Meghan N Jeffres; Ragini Bhakta
Journal:  Am J Pharm Educ       Date:  2011-03-10       Impact factor: 2.047

2.  Gamification of dermatology: Stud2yBuddy, a novel game to facilitate dermatology revision for final-year medical students.

Authors:  Rachel Ventre; Cleone Pardoe; Shabnam Singhal; David Cripps; Josephine Hough
Journal:  Future Healthc J       Date:  2019-06

3.  An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability.

Authors:  Elie A Akl; Reem Mustafa; Thomas Slomka; Alia Alawneh; Abhishek Vedavalli; Holger J Schünemann
Journal:  BMC Med Educ       Date:  2008-11-18       Impact factor: 2.463

4.  Virtual Patients in a Behavioral Medicine Massive Open Online Course (MOOC): A Qualitative and Quantitative Analysis of Participants' Perceptions.

Authors:  Anne H Berman; Gabriele Biguet; Natalia Stathakarou; Beata Westin-Hägglöf; Kerstin Jeding; Cormac McGrath; Nabil Zary; Andrzej A Kononowicz
Journal:  Acad Psychiatry       Date:  2017-04-07

5.  A conceptual framework of game-informed principles for health professions education.

Authors:  Rachel H Ellaway
Journal:  Adv Simul (Lond)       Date:  2016-11-17

6.  Digital games in medical education: Key terms, concepts, and definitions.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-09-02

7.  A Randomized Educational Interventional Trial of Spaced Education During a Pediatric Rotation.

Authors:  Heather House; Michael C Monuteaux; Joshua Nagler
Journal:  AEM Educ Train       Date:  2017-03-24

8.  Spaced Education Through e-Learning for Ongoing Professional Development.

Authors:  Alexander W Hirsch; Joshua Nagler
Journal:  AEM Educ Train       Date:  2020-04-16

9.  Distance learning improves attainment of professional milestones in the early years of surgical training.

Authors:  Paula J W Smith; Stephen J Wigmore; Anna Paisley; Peter Lamb; Jennifer M J Richards; Andrew J Robson; Erica Revie; Dermot McKeown; David Dewhurst; O James Garden
Journal:  Ann Surg       Date:  2013-11       Impact factor: 12.969

10.  Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.

Authors:  Martin Boeker; Peter Andel; Werner Vach; Alexander Frankenschmidt
Journal:  PLoS One       Date:  2013-12-05       Impact factor: 3.240

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