| Literature DB >> 29449997 |
Abstract
Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.Entities:
Keywords: Board Game; Game Design; Health Profession Education; Instructional Design; Video Game
Year: 2016 PMID: 29449997 PMCID: PMC5806274 DOI: 10.1186/s41077-016-0030-1
Source DB: PubMed Journal: Adv Simul (Lond) ISSN: 2059-0628
A comparison of component facets for games and simulation
| Facet | Realized in games… | Realized in simulation… |
|---|---|---|
| Competition | Almost always present in some form or other, structured through win/lose states, rankings, scores, progression through levels | Depends on the scenario but generally limited use of competition other than seeking to improve performance over time or in the context of simulation for assessment purposes |
| Conflict | Either isomorphic such as in war games, anisomorphic (in terms of a player’s symbolic relationships with their game opponents), or absent altogether in opponent-free games such as puzzles | Only present if it is isomorphic with practice: conflict in communication, management, teamwork, etc. Conflict may be realized in the medical problem or challenge or in the relationships between participants |
| Chance/luck | Wide range from isomorphic to anisomorphic —typically in the form of random elements (dice or cards) to player responses (chess, go) | Depends on scenario—may be realized in randomized patient data, randomized pathways through algorithms, or interactions with other participants |
| Experience | Wide range from isomorphic to anisomorphic—linked to game media | Always present in some form or other in physical simulation, limited in onscreen simulation |
| Performance | Wide range from isomorphic to anisomorphic—usually linked to the game medium employed | Typically in the form of clinical skills in physical simulation, extremely limited in onscreen simulation |
| Simulation | Wide range from isomorphic to anisomorphic | Direct representations of clinical settings, patients, presentations, tasks, challenges |
| Make-believe | Wide range of uses from isomorphic (conformance with mythic or fantasy idiom) to anisomorphic (innovative) | Fictional or fictionalized narratives and roles. Fourth-wall techniques such as debriefing in role and providing feedback out of role |
| Tactics and strategies | Wide range from isomorphic to anisomorphic | Depends on scenario—should be isomorphic with real-world practice |
| Media | Physical, virtual, or augmented | Physical, virtual, or augmented |
| Symbols and actions | Tendency to greater abstraction (anisomorphism) | Depends on scenario—should be isomorphic with real-world practice |
| Complexity | Game-specific, represented in the game’s boundaries | Depends on scenario and its intended outcomes—should be isomorphic with real-world practice |
| Difficulty | Depends on game levels and/or opponents | Should relate to intended outcomes and transfer to professional practice |
Serious game facets and their educational affordances
| Facet | Educational affordances |
|---|---|
| Competition | Motivates learner to improve their performance by challenging them to make iterative changes to their approach to a task or situation guided by feedback and other performance indicators [ |
| Conflict | Structured opportunities to learn how to deal with conflict—how to identify it, how to work when there is conflict (particularly when it disrupts collaboration between participants), and/or how to resolve conflict. Given the potential for stress, conflict involves higher cognitive load and is introduced only once a learner can handle a conflict-free situation [ |
| Chance/luck | Either simulation of chance factors in real-world practice (such as whether a patient has a particular condition or will respond to a particular treatment) or as a way of adding unpredictability to game play and thereby adding to the complexity and/or difficulty of a game [ |
| Experience | Increases immersion in the game (by making it more realistic or familiar), builds familiarity with particular kinds of situations, or augments the complexity and/or difficulty of a game [ |
| Performance | To facilitate skill development (physical and cognitive) with direct transfer to practice and to rehearse and refine skills in different and emerging situations [ |
| Simulation | Depends on task related to simulators (things that simulate—media) and simulations (activities that simulate) [ |
| Make-believe | Allows participants to explore roles and situations, to develop their professional identities, and to develop empathy by “walking in someone else’s shoes” (psychosocial moratorium). The use of make-believe should be credible and align with practice situations, which in healthcare professional education is typically articulated in the form of case narratives and role profiles [ |
| Tactics and strategies | Should converge with those required in professional practice. Should not encourage “gaming” in the sense of misrepresenting performance by manipulating the underlying game boundaries at the sake of the intended learning outcomes [ |
| Media | Media choice depends on the task and the intended learning outcomes; it should align or converge with real-world professional practice [ |
| Symbols and actions | Should converge with professional practice, increasing isomorphism and reduced abstraction over time [ |
| Complexity | Should reflect scaffolding principles of increasing autonomy and convergence with real-world professional practice [ |
| Difficulty | Should reflect scaffolding principles of increasing autonomy and convergence with real-world professional practice [ |
Mapping the elements of instructional design [30] to the instructional design affordances of serious games and game facets
| Elements of instructional design | Serious game affordances |
|---|---|
| Learners and learning processes | Games should be designed to be used. The design and use of serious games needs to align with learners’ needs, their capabilities, and their expectations. The focus should be on engineering compelling educational experiences. |
| Learning and performance contexts | Serious games should be: |
| 1) Appraised as learning and performance contexts in and of themselves | |
| 2) Appraised in terms of their intended roles and impacts in the broader educational contexts in which they are used | |
| 3) Appraised in terms of their facilitation of learning transfer to practice contexts | |
| Content structure and sequence | Serious games can extend the instructional design repertoire by adding facets and templates for the creative and deliberate use of simulation and make-believe, symbols and symbolic actions, game boundaries and rules, and attention to learning experiences. |
| Instructional strategies | Serious games can extend the instructional design repertoire by adding facets and templates for the creative and deliberate use of competition and conflict, chance and luck, physical and cognitive performance, tactics and strategies, and complexity and difficulty. |
| Media and delivery systems | Gaming media can extend the instructional design repertoire, both by association (such as using the label of “game” for motivational reasons) and for their direct affordances (such as the use of multiplayer virtual worlds). |
| Designers and design processes | Serious games can present constructive challenges to instructional design norms and practices as well as extending the instructional designers’ repertoire. |
Fig. 1Cascade of instructional design decisions when making use of game facets