The Serious Games Space

Friday, 6 April, 2012 - 17:30 to 19:00
Conference room: 

Transforming Medical Curricula by means of virtual patients

Abstract: 
This presentation will focus on the way that interactive virtual patients are being used to transform medical and healthcare curricula These tools can not only replace existing didactic and case -based styles of learning used to teach most knowledge based conventional learning but also provide additional training opportunities in for problem-solving, patient management and training against medical error. The opportunity to train problemsolving in the context of patient management, has until recently been largely ignored in early medical and healthcare training. However medical decisionmaking takes place in complex and distributed cognitive environments, and sometimes involves risk and time pressure. It is no longer enough to train students in these experiences and skills, 'on the job'. Virtual patients can be used to allow students to consider options, take decisions and experience the impact of those decisions. In this way these tools can be used to train patent management and avoidance of error. The presentation will show how these tools are used in St Georges, to transform Problem-Based learning, lectures, and for selfdirected learning and assessment, and how these computer-based scenarios can be integrated with other interactive online learning resources. Finally the presentation will consider the new opportunities that technology may bring in terms of more authentic scenarios as we move towards the personalised patient avatar.
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Serious Games in Medical Education: the story so far

Abstract: 
The use of serious games and gaming technology in health education and healthcare is expanding rapidly. Healthcare and medical education is one of the main application areas in the field. One critical problem in medical education is that there aren’t enough facilities for training. Serious games can assist in overcoming this burden by providing virtual facilities that make training safe, adaptive and accessible from every ware. This presentation we look at some of the leading examples of serious games in healthcare and more precisely on increasing physical activity, improving patient compliance, encouraging better personal health, improving hospital operations and providing more engaging training to healthcare professionals.
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Repurposing Serious Games: the creation and launching of a dedicated editor (mEditor and current experiences in mEducator)

Abstract: 
One of the key challenges in mEducator was the way to handle serious games repurposing. This has lately attracted much attention and enthusiasm, which is aligned with recent emphasis and focus on serious games in general. However, how can the scientific community share and distribute serious games or exchange experiences of their use in the educational process? In this presentation we present mEditor, a scenario editor for serious games that enables their use in medical education. The first few experiences from the endeavour will be demonstrated.
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mEducator spaces in Second Life

Abstract: 
Background: From its inception, the meducator program, while mandating the repurposing of educational content aimed to utilize the full scope of e-learning, from traditional electronically assisted teaching (repurposing of presentations and lecture notes) to experiential learning (i.e. virtual patients and serious gaming). Objective: Within that scope, we have begun an initiative to bring the meducator research into one of the widely known multi user virtual environments (MUVEs) Second Life (SL). Methods-Results: Towards that, we utilized our Second Life island within which we aim to implement and test the relevant meducator research in the MUVE space. At the moment our efforts are focused on two fronts. First, utilizing the SLOODLE module of the popular moodle LMS system, we are publishing repurposable educational content, namely presentations, in order to facilitate self motivated and self assisted education leveraging the inquiry based educational method. We have currently implemented a prototype radiation protection workshop facilitating self directed discovery of information within a structured “theme park” of small and thematically focused explanatory presentations. Second, we aim to create a second life “semantic tree viewer” that would allow for depiction, in the SL world, of the relations between entities as these are described in RDF/XML documents via the relevant URIs. We have utilized a third party linked data library/parser (GRAPHITE/ARC) and created a set of server side PHP and Second Life scripts enabling the depiction of the RDF triples as SL “physical” interlinked objects. Conclusions: In both fronts there is still much work to be done. In the first front we aim to create an extensive test base in order to assess the impact of the MUVE in self motivated learning, while in the semantic tree viewer front we aim to further improve parsing and visualization, along with extending the viewer into visualization of the content itself.
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A Framework for Collaborative Serious Games in OpenSim

Abstract: 
The presentation aims to describe a framework for creating 3D collaborative educational games by using a flexible and customizable framework on top of OpenSim open source virtual worlds’ platform. This framework supports the creation of hidden questions type games, in OpenSim’s virtual worlds, where students are divided into opposing teams and try to discover and correctly answer hidden questions. The framework created in such a way that allows easy recreation of games in different worlds and for different courses. The insertion of new questions and the configuration of its parameters are simple tasks, yet important, as the tutor can adapt the game to suit the learning objectives he wishes to succeed. To this direction we believe that this framework will be used for creating serious games for medical education.
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Parallel
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