| Literature DB >> 29445681 |
Shoaleh Bigdeli1, David Kaufman2.
Abstract
Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English.Entities:
Keywords: Game; Medical Education; Simulation Game
Year: 2017 PMID: 29445681 PMCID: PMC5804455 DOI: 10.14196/mjiri.31.52
Source DB: PubMed Journal: Med J Islam Repub Iran ISSN: 1016-1430
Terminology to define current generation of health professions students
| Term | Citation | Definition |
| ‘‘Homozappien’’ |
[ | Postmodern generation of learners |
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[ | Current aspiring medical students who read less and are more comfortable with electronic interactivity |
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| Students born in or after 1982 who expect instantaneous responses and are multitask prefer active, engaging activities rather than traditional teacher-centered activities, prefer teamwork and social networking, excitement, entertainment and technology | |
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[ | Generation of learners with ubiquitous access to information technology throughout their education | |
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[ | Net Generation | |
| Digital Native |
| “Native speakers” of the digital language of computers, video games and the Internet |
| Digital Immigrant | Those not born into the digital world but have at some point in their life access to the new technology | |
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N-[for Net]-gen | “New” students of today | |
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| Those born since 1982 |
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| Born between 1982 -1991, more comfortable with information and communications technology environments rich in audio-visual multimedia, prefer first person, active, engaging self-directed activities rather than traditional teacher-centered activities, interested in excitement, fun and entertainment, expect immediate responses and are achievement orientated, prefer a clear learning outcome rather than ambiguity, spend many hours playing computer games, prefer collaborative teamwork and social networking, like to talk about what they are doing, especially to other members of their peer group | |
| Generation Y |
[ | Net generation |
The terminology of games for educational purposes
| Terms | Definition | Citation |
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An outcome-oriented activity that proceeds according to a set of |
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An activity with a competitive element, the aim of which was |
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| Gaming | The use of game design elements to increase user engagement |
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| The process of applying gaming mechanics, frameworks and principles (competition, rewards, enjoyment) to a nongame-related endeavor (situations, contexts, and scenarios, e.g. workplace collaboration, marketing, education, military, and medical services) to increase user engagement. |
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| Game resources | Workplace pictures, animations or other visual assets, sounds, videos, etc. |
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| A competitive experiential learning activity with precise rules and various degrees of chance, in which players compete through knowledge and skill in an attempt to reach a specified goal |
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| A competitive activity with a prescribed setting constrained by rules and procedures, stimulate higher thinking such as analysis, synthesis, and evaluation, make the learning process fun and exciting and reduces stress and anxiety, which in turn may increase retention |
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| Game-based learning | Attempts to situate learners as players and provide learning activities within a recognizable game delivery model |
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| Game-informed learning | Suggests that it is possible to make teaching practices more game-like by applying the principals of gameplay without necessarily having to be committed to developing a game to produce the same compelling, immersive learning experiences | |
| Free to play games | F2P software space are ubiquitous and free for users access. Meanwhile developers use data for insights on how to increase player acquisition and engagement |
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| Video game | A mental contest with a goal or objective played on a digital device according to rules that determine what a player can and cannot do inside the game world |
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| Serious games | Interactive digital technologies whose primary purpose is to educate rather than entertain; include games and simulations that explore interpersonal development, diplomacy, organization, health, education, management, and leadership |
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| Serious gaming | Educational or virtual gaming as ‘‘any piece of software that merges a non-entertaining purpose (serious) with a video game structure (game).’’ |
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| Serious educational game (SEGs) | Games developed primarily for educational purposes |
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| Simulation | A sort of "concentrated reality" that offers opportunities to rehearse life-saving skills and knowledge as often as necessary |
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| Another category of ‘‘serious games’’, tend to be more realistic, range from simple, case study video scenarios to complex computer simulations that interface with lifelike manikins have different forms of role-playing, computer-based, and manikin-based |
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| Practical exercises that lack the competitive elements of games |
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| Simulation game | Any computerized game whose chief mission is not entertainment and all entertainment games which can be reapplied to a different mission other than entertainment |
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| Simulation key elements | Feedback, repetitive practice, curriculum integration, range of difficult, multiple learning strategies, controlled environment, individualized learning, defined learning objectives |
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| Advanced Navigational Simulation (Global Positioning-Type Systems) | A surgical computerized modality based on the synchronization of the intraoperative position of the instruments in which the surgical instruments are accurately tracked and targeted to a preplanned location within the surgical field with the imaging of the patient’s anatomy previously obtained by computed tomography (CT) or magnetic resonance imaging (MRI) |
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| Virtual reality | The recreation of environments or objects as a complex, computer-generated image capable of encompassing most medical issues and can be used by all health care disciplines |
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| Creates virtual worlds using mathematical models and computer programs, allowing users to move in the created virtual world in a way similar to real life |
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| Second Life | A three-dimensional technology that provides simulation- based virtual settings that provides a way to combine new simulation technologies with role-plays to enhance instruction |
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| Robotics | A technology focused on more realistic mannequins able to simulate movements and verbal expression of emotions like pain that provides an opportunity for instructors to remote control them to teach the students to anticipate patient’s behavior while working | |
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Haptic technology | A technology that provides users with the ability to interact with virtual objects within the virtual environment via feel and touch |
Types of digital educational games for Medical Education
| Types of Games | Citations | Game Name and Designer (Examples retrieved from Wikipedia.org) |
| Card games |
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| Board games |
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| Simulation |
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| Frame games |
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| Puzzles |
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| Cross-words |
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| TV show format |
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| Virtual learning 3D platform |
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| Game show |
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| Slide presentation |
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| Multi media |
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| Strategy game |
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| 2D non–first-person shooter game |
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| Arcade games |
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Classification of digital educational games according to cognitive, psychomotor, and affective learning domains: Examples
| Game Name | Target Discipline | Learning Domain | Impact | Citation (s) |
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Complex cognitive |
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Positive effect in al |
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Medical |
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Positive results in |
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Enhancement of |
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| Civilian military students and professionals | Cognitive and psychomotor skills | No result of the efficacy is reported |
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A positive change in students attitudes |
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A great success in focusing students’ |
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Reinforcement of material learned |
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| Uro-Island | Medicine |
Cognitive |
Cognitive learning outcome significantly |
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| InsuOnline |
Primary |
Knowledge |
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| Medicina | Nursing | Knowledge | A significant improvement for the recognition of words and word forms |
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Positive learning effect |
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An effective and well accepted means of |
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Path to Success | Medical | Knowledge |
Enhanced academic performance |
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