Medical-Surgical Education with Video Games

June 14, 2005

A SUMMIT-TATRC West Workshop

Portland, Oregon

June 14, 2005

OBJECTIVES:
Raise awareness of the potential of gaming approaches and technologies in the development of educational content.

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Overview

Can we link Web, CD-ROM and DVD delivery of learning technologies with the motivational aspects of games? The current generation of students of the healthcare professions includes an increasing number of ‘gamers’ who access web-based video games for entertainment.

This workshop focuses on examples of ‘serious games’ that embrace learning with the ‘fun’ features of video games, without regard to how they are delivered. Issues of design, development, and interfaces/controllers will be discussed, with comparison examples.

The presenters will review issues of motivation that are primal affinity factors for the success of video games, issues of scoring and performance metrics, and will link these to learning about delivery of quality care and safe professional performance. Multiple levels of gaming for learning will be discussed for applications in patient education regarding disease management, or those seeking pre- hospital familiarization prior to a scheduled visit, or for various members of the healthcare team, including for pre-hospital providers (first responders to crisis events).

Benefits of attending this workshop:
You will gain a working knowledge of what stories or scenarios make a good educational video game, and see demonstrations of medical and surgical simulations that are subjects for use of gaming strategies and technologies.

Prerequisites:
It is desirable that participants play at least one modern videogame on game stations or on the web, and to be able to discuss its desirable features at the workshop.

Audience:
This workshop will be of interest to developers and educators who have recognized that games can capture and hold a player’s attention for many hours, and are seeking to add a similar engaging component to learning resources in their area of expertise. (No audience size limit.)


 
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