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LEARNINGWITHGAMES
IN MEDICINEANDHEALTHCARE
Bohyun Kim
Associate Director, Library Systems and Knowledge Applications
University of Maryland, Baltimore, HS/HSL
@bohyunkim | http://bohyunkim.net
Slides: http://www.slideshare.net/bohyunkim/ala2014-game-ig
American Library Association 2014 Annual Conference, LasVegas,
NV. June 29, 2014
Gameas aPedagogicalTool
• How effective are games in helping people
in acquiring knowledge and skills that are
difficult to obtain, rather than in pursuing
sensory stimulation and fun?
• Chapter (9): Bohyun Kim, “Learning with
Games in Medicine and Healthcare and the
Potential Role of Libraries,” in Games in
Libraries: Essays onUsing Play to Connect
and Instruct., edited by Breanne Kirsch,
McFarland, 2014. pp. 152-170.
EducationalGame in Medicine
• = Serious game
• = Edutainment
• = Game-based learning
• = Digital game-based learning
• An educational game is an attempt to enhance students’
experience and learning outcomes by applying the gaming
elements and mechanisms to instruction.
• Medicine and healthcare have been the early adopters of
game-based learning.
Reception& PedagogicalEfficacy
• Students and practitioners in health sciences and healthcare
find games appealing. (Also patients)
• Games appear to have a positive impact on the students’
perceptions of and attitudes towards a subject studied.
• Games generally enhance student enjoyment and may
improve long-term retention of information.
• More methodically rigorous studies (RCTs) are necessary to
properly assess the effectiveness of games in comparison to
traditional lecture method.
Designingthe‘Flow’experience
• Fully immersed in activities with a feeling of energized focus,
full involvement, and enjoyment in the process of the activity.
(- Mihály Csíkszentmihályi)
• Control, task, feedback, improvement, progress
• Usability
• Logistics (Support of instructors)
• Not all serious games in medicine and health sciences are
technologically sophisticated or graphically elaborate like
many popular commercial video games.
• Social element
Variables
foraGame’sPedagogicalEfficacy
• Types of a game
• Arcade – visual processing, speed of response
• Adventure – Narrative-driven open-learning with hypothesis testing and
problem solving
• Simulation – motor skills
• RPG - stragety
• Jeopardy, board, card, … etc.
• Content of learning
• Level of learning
• Types of a student
ChallengesinGamification
• Is the aspect of classroom/library experience in question
suitable for gamification?
• Is the resulting game experience something the target group
would enjoy?
• What is the ultimate goal of gamifying this particular aspect of
classroom/library experience?
• What are the logistical needs that should be met to ensure the
success of your gamification project?
ControversyaboutGamificationRewards
• Intrinsic vs. extrinsic motivation
• How to channel motivation into meaning?
• Example:
Andrew Agassi from Game Frame by Aaron Dignan
Importanceof Execution
• Gamification alone does not guarantee student engagement
or learning.
• A clear goal, careful planning, and skillful execution are
necessary for the success of a gamification project.
• More research is needed about how and when to best use
games to improve instructional outcomes and motivation.
Moreinformationandbibliography
• See the book chapter. Chapter (9):
Bohyun Kim, “Learning with Games in
Medicine and Healthcare and the
Potential Role of Libraries,” in Games
in Libraries: Essays onUsing Play to
Connect and Instruct., edited by
Breanne Kirsch, McFarland, 2014. pp.
152-170.
• http://books.google.com/books?id=XV
WoAgAAQBAJ&lpg=PA1&ots=CP4Ml
mfe9Q&pg=PA152#v=onepage&q&f=f
alse (Google Books)
Questions?
Tally, the cat-like husky. Source: http://imgur.com/a/0KoeX

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Learning with Games in Medicine and Healthcare

  • 1. LEARNINGWITHGAMES IN MEDICINEANDHEALTHCARE Bohyun Kim Associate Director, Library Systems and Knowledge Applications University of Maryland, Baltimore, HS/HSL @bohyunkim | http://bohyunkim.net Slides: http://www.slideshare.net/bohyunkim/ala2014-game-ig American Library Association 2014 Annual Conference, LasVegas, NV. June 29, 2014
  • 2. Gameas aPedagogicalTool • How effective are games in helping people in acquiring knowledge and skills that are difficult to obtain, rather than in pursuing sensory stimulation and fun? • Chapter (9): Bohyun Kim, “Learning with Games in Medicine and Healthcare and the Potential Role of Libraries,” in Games in Libraries: Essays onUsing Play to Connect and Instruct., edited by Breanne Kirsch, McFarland, 2014. pp. 152-170.
  • 3. EducationalGame in Medicine • = Serious game • = Edutainment • = Game-based learning • = Digital game-based learning • An educational game is an attempt to enhance students’ experience and learning outcomes by applying the gaming elements and mechanisms to instruction. • Medicine and healthcare have been the early adopters of game-based learning.
  • 4. Reception& PedagogicalEfficacy • Students and practitioners in health sciences and healthcare find games appealing. (Also patients) • Games appear to have a positive impact on the students’ perceptions of and attitudes towards a subject studied. • Games generally enhance student enjoyment and may improve long-term retention of information. • More methodically rigorous studies (RCTs) are necessary to properly assess the effectiveness of games in comparison to traditional lecture method.
  • 5. Designingthe‘Flow’experience • Fully immersed in activities with a feeling of energized focus, full involvement, and enjoyment in the process of the activity. (- Mihály Csíkszentmihályi) • Control, task, feedback, improvement, progress • Usability • Logistics (Support of instructors) • Not all serious games in medicine and health sciences are technologically sophisticated or graphically elaborate like many popular commercial video games. • Social element
  • 6. Variables foraGame’sPedagogicalEfficacy • Types of a game • Arcade – visual processing, speed of response • Adventure – Narrative-driven open-learning with hypothesis testing and problem solving • Simulation – motor skills • RPG - stragety • Jeopardy, board, card, … etc. • Content of learning • Level of learning • Types of a student
  • 7. ChallengesinGamification • Is the aspect of classroom/library experience in question suitable for gamification? • Is the resulting game experience something the target group would enjoy? • What is the ultimate goal of gamifying this particular aspect of classroom/library experience? • What are the logistical needs that should be met to ensure the success of your gamification project?
  • 8. ControversyaboutGamificationRewards • Intrinsic vs. extrinsic motivation • How to channel motivation into meaning? • Example: Andrew Agassi from Game Frame by Aaron Dignan
  • 9. Importanceof Execution • Gamification alone does not guarantee student engagement or learning. • A clear goal, careful planning, and skillful execution are necessary for the success of a gamification project. • More research is needed about how and when to best use games to improve instructional outcomes and motivation.
  • 10. Moreinformationandbibliography • See the book chapter. Chapter (9): Bohyun Kim, “Learning with Games in Medicine and Healthcare and the Potential Role of Libraries,” in Games in Libraries: Essays onUsing Play to Connect and Instruct., edited by Breanne Kirsch, McFarland, 2014. pp. 152-170. • http://books.google.com/books?id=XV WoAgAAQBAJ&lpg=PA1&ots=CP4Ml mfe9Q&pg=PA152#v=onepage&q&f=f alse (Google Books)
  • 11. Questions? Tally, the cat-like husky. Source: http://imgur.com/a/0KoeX