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Gamification for the Health Professions
1.
2. Application of Elements of Gamification
Strategies to GCP
David Chandross, M.Ed., M.Sc., Ph.D.
Ryerson University and Baycrest Health Sciences
Gaming and Concept Mapping
Gaming and Motivation
Gaming and Clinical Simulation
Game-Based Learning Design
3. What is a Game?
Structured Form of Play
Play is Exploration Within Boundaries
4. Serious Games
70% of Fortune 500 Companies
Military: Friday PM Sessions
Commerce: Customer Loyalty Programs
Industry: Ribbon Hero
Patient Participation: Diabetes, Addiction
Personal Motivation: Zombie Run
Social Connectedness: Seniors Wii Bowling Leagues
Health Professions Education
5. Names to Watch
Amy Jo Kim
Jane McGonigal
Scott Nicholson
Mario Herger
Andrzej Marczewski
Gabe Zichermann
6. Gamification Industry Stats
2012: $242M
2015: $1.7B, 2018: $5.5B Estimated Growth
14% Higher In Skill-Based Assessments
11% Gain in Factual Knowledge
9% Increase in Retention Rate
79% of Employees and University Students agree that
it would make them more productive
7. Games for Health Professions Education
Hygiea I
Hygiea II
Cascade Unplugged
Cascade Application for iPad and Android
Trigger
Sandbox Games, Knowledge Recall Games
Game mechanics used for Training HCP
26. Intrinsic Motivation as a Stable Trait
Multiple Types of Motives Don't Multiply the Motivation of West Point Cadets:
PNAS , July 2014, Wrzesniewski, Schwartz et al
31. Gamification, Game-Based Learning,
Gameworld
Gamification: The use of game mechanics for
engagement, training or performance improvement.
Game-Based Learning: The use of game mechanics
to facilitate learning of declarative, procedural or
tacit knowledge.
Gameworld: Virtual reality or a simulation of reality
with its own boundaries, rules and outcomes. There
is no “game” per se, it relies on immersiveness.
32. Healer's Quest
Immersive Gameworld
When he taught at Ryerson University, David Chandross noticed that students
who did poorly with conventional lecture-based classes tended to perform a
full letter grade better after he transformed a human anatomy and physiology
course aimed at first-year nursing and midwifery students into one based
around a game he’d created called Healer’s Quest. In this experiment, from
2001 to 2003, Dr. Chandross continued to give a one-hour lecture during each
three-hour class, twice a week. But now the bulk of the course was spent
playing the competitive, non-digital multi-player game.
University Affairs, Moira Macdonald, January 14, 2015
33. Healer Quest Mechanics
Group A
Level PtQuiz Scores
Solve
Experience Pt
Healing Points
Easy
Case
Hard
Case
Mid
Case
43. SBAR and SOS Data
SBAR/SOS
Data Collection
Critical Path 1
Easy Case
Critical Path 2
Hard Case
PSW
RN
44. Scoring
Key is to Spend as Few Action Points as Possible to Gain the Highest Score
Over 50 Minutes
Can Have Up To 3 Cases Open at a Time
Case Income
10K
Wager
Multiplier
eg. 2X
Case Score
20K
45. Level Up/Wager Action Points
Adds Strategic Depth and is a Measure of Confidence
Wager Action Points Higher Reward
50. Game Design Elegance
How the Players Distribute “Chips” Can Cause Instant, Unexpected Changes in
the Game Outcome, But Not So Much That it Compromises Effort
55. Hygiea II
6 Week Internship
20 Students
Quests – Cases, Achieve XP by Completing
Individual or Group: Group Provides Bonus
Level 1-4 Case Difficulty (22 Cases Total)
Random Time Limited Quests (cert., real life situation)
Boss Fights: Triple Jump Die Roll Outcome
64. Critical Path
1. Form Game Design Teams
2. Create Behavioral Objectives: Instructional Design
3. Create Game Mechanic: Game Designer
4. Design In-Game Currency System: ID and GD
5. Determine Winning Conditions: ID and GD
6. Define Leaderboard System and End Game: GD