An Integrative Review: Educating Healthcare Professionals Using Serious Games and Virtual Simulation

An Integrative Review: Educating Healthcare Professionals Using Serious Games and Virtual Simulation
Author: Elizabeth A. Collins
Publisher:
Total Pages: 69
Release: 2013
Genre: Nurses
ISBN:

Serious games, those used for educational purposes, provide a suitable alternative to customary methods of teaching and learning (Hainey, 2010) and have been identified as appropriate for preparing healthcare professionals to successfully practice in a dynamic, rapidly changing environment. This paper addresses the following question, what is the empirical evidence that supports the use of serious games and virtual simulation in educating healthcare professionals? This review included studies from five different countries including the U.S. and from several healthcare professions such as nursing, medicine, public health, and occupational therapy. Nine quantitative and one mixed methods studies were reviewed. Garrison's Community of Inquiry Theory was used as a framework for analysis of studies using serious games. The use of these novel teaching strategies was found to increase the levels of student engagement and improve learning and understanding. These studies showed that the advantages of serious games were that they provided immediate feedback, created real-life situations, addressed faculty shortages, protected patient confidentiality, offered alternatives to clinical sites, and provided unique clinical experiences from nursing students. To capitalize on these advantages and find success with this approach, it is recommended that nursing educators need a solid understanding of game-based learning (Kanthan & Senger, 2011). Educators need to continue to design tools that evaluate the learning outcomes of serious games, specifically in the practice setting. Additionally, implementing innovative teaching methods such as serious games requires collaboration between researchers and educators to establish a foundation for evidence-based teaching.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1
Author: Minhua Ma
Publisher: Springer Science & Business
Total Pages: 570
Release: 2014-04-25
Genre: Technology & Engineering
ISBN: 3642548164

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Serious Games for Healthcare: Applications and Implications

Serious Games for Healthcare: Applications and Implications
Author: Arnab, Sylvester
Publisher: IGI Global
Total Pages: 370
Release: 2012-07-31
Genre: Health & Fitness
ISBN: 146661904X

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Games for Health

Games for Health
Author: Ben Schouten
Publisher: Springer Science & Business Media
Total Pages: 304
Release: 2013-10-16
Genre: Medical
ISBN: 3658028971

Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Clinical Education for the Health Professions

Clinical Education for the Health Professions
Author: Debra Nestel
Publisher: Springer Nature
Total Pages: 1757
Release: 2023-07-19
Genre: Education
ISBN: 981153344X

This book compiles state-of-the art and science of health professions education into an international resource showcasing expertise in many and varied topics. It aligns profession-specific contributions with inter-professional offerings, and prompts readers to think deeply about their educational practices. The book explores the contemporary context of health professions education, its philosophical and theoretical underpinnings, whole of curriculum considerations, and its support of learning in clinical settings. In specific topics, it offers approaches to assessment, evidence-based educational methods, governance, quality improvement, scholarship and leadership in health professions education, and some forecasting of trends and practices. This book is an invaluable resource for students, educators, academics and anyone interested in health professions education.

Virtual Simulation in Nursing Education

Virtual Simulation in Nursing Education
Author: Randy M. Gordon, DNP, FNP-BC
Publisher: Springer Publishing Company
Total Pages: 319
Release: 2018-04-28
Genre: Medical
ISBN: 0826169643

Learn best practices for successfully integrating virtual simulation into nursing curriculum Written for students in nurse educator programs, nursing faculty, and other health care educators, Virtual Simulation in Nursing Education unpacks the necessary tools for successful integration of technology into nursing programs. The benefits of virtual simulation in nursing education are innumerable: less expensive, easier to access, and location independent compared with nondigital simulations. Yet the evolving nature of both curricula and technology complicates the implementation of a coherent integration plan. Success requires a coordinated impetus from faculty, administrators, and students to enrich a technologically enhanced learning landscape. With a practical, how-to focus, this book describes the unique dynamics and demands of using virtual simulation as a core teaching method and focuses on the best practices for integrating this technology into the nursing curriculum. The first text to detail systematic strategies for faculty, students, and administrators, Virtual Simulation in Nursing Education examines the most effective teaching methods and activities, discusses challenges and pitfalls to integrating virtual simulation into a curriculum, and examines how learning outcomes are met. With an eye toward motivating students to embrace technology throughout their careers, content illustrates how students can leverage technologies to maximize learning and support practice. Replete with savvy tips from virtual simulation experts, chapters include exemplars that present the models in real-life scenarios, and clinical reasoning questions to reinforce learning. Key Features: Accompanied by an Instructor’s Manual and PowerPoint slides Teaches students of nurse educator programs, nurse educators, and administrators how to successfully use virtual simulation Provides useful tools, best practices, and savvy strategies for integrating technology into the curriculum Includes examples and clinical reasoning questions to reinforce content Demonstrates how students can maximize learning and support practice with virtual simulation technology Provides a firm foundation for students to embrace technology throughout their careers

Medical and Surgical Education

Medical and Surgical Education
Author: Georgios Tsoulfas
Publisher: BoD – Books on Demand
Total Pages: 152
Release: 2018-03-28
Genre: Medical
ISBN: 953513941X

The last century has witnessed tremendous changes in the education and training system of medical students, as well as medical and surgical residents, in short, our future physicians. This has been the result of the changes in the educational philosophy, the technology, and the needs of our patients, just to name a few. The challenge is to learn more about the various systems in medical education throughout the world and identify advantages and disadvantages, a process from which we can all (and most importantly our patients) benefit from. This book is a compilation of the experiences, thoughts, and "best-practice" advice of a panel of international experts on medical and surgical education.

VR, Simulations and Serious Games for Education

VR, Simulations and Serious Games for Education
Author: Yiyu Cai
Publisher: Springer
Total Pages: 130
Release: 2018-10-10
Genre: Technology & Engineering
ISBN: 9811328447

This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2250
Release: 2015-03-31
Genre: Computers
ISBN: 1466682019

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.