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Immersive Learning and Serious Games
for Medical Education
Segamed 2013
Many health solutions for training,
diagnosis, prevention, treatment
A different perspective
based on changes in delivery of
health services over 60 years
1963 2013 2023?
Today's Key Message
You ain't seen nothing yet!
Immersive Technologies, Serious Games and "Gamification"
are likely to play a vital role in addressing some of the most
important challenges in healthcare and society.
What is Gamification?
Gamification?
Gamification?
Gamification?
Gamification?
Gamification?
Gamification?
Gamification?
Gamification ?
Spectators finance games and are
affected by them but they have little
influence on the outcome of games
Players actively seek to influence
the outcome of the game
Games Masters change the rules
and mechanics to shape the
outcome of games - they are the
most powerful influences
Can you imagine a world without
computers, phones and cars ?
The Way we Were
Teachers transferred knowledge
We knew all our neighbours
We rarely travelled outside our community
Banks were banks, Grocers were grocers
We built a career in the same company
We dated and married within our community
Individual Choice and Power was limited
Games and Simulations helped
shape our development and
interests
Society was Hierarchical,
Structured and Regulated -
Knowledge was Power
Knowledge Professionals with years of
training were the sole service providers in
education, health, law........
Digital Technologies Changed
Everything
From search engines and simple
quizzes and decision tree games
To advanced realistic simulations
Knowledge and skills became
instantly accessible 24/7
The Way we Are Today
Teachers are coaches and mentors
We know none of our neighbours
We travel and live outside our community
Record companies become airlines, Grocers become
banks
We change jobs and companies often
We date via the Internet and don't marry
Individual Choice and Power is unlimited
Today's Society is Networked and
Asymmetric
Now we have personal agents
like this ...
With innovative interfaces
Science fiction soon becomes
reality
Delivering immersive experiences
aids learning
The Networked Society
The unprecedented levels of choice and power
delivered to every citizen by technology makes us
the most connected society in history yet there is
a disconnect between choice and consequence,
power and accountability and rights and
responsibilities.
It is this disconnect which creates many of the
challenges we face
Society today faces many
challenges e.g Obesity and
Ageing Society
Games and Simulations train,
orientate and assess staff
Casual games can help develop
or maintain cognitive skills and
mental agility
They also try to encourage
behavioural change
Encouraging Exercise
Technology supports Reflective,
Personalised, Adaptive Learning
and "Wisdom of the Crowd"
Innovative Interface Devices aid
Diagnosis and Treatment
We are on the threshold of a new era of
Gamification and embedded pervasive
games that could transform society
Society will not have the resources to
support ageing population and
lifestyle related health issues
Technology can transform spectators
into players by removing barriers and
adding motivators
Visualisation of sensor data tracking our lives
linked to games and simulations will provide the
feedback and control mechanisms that will
reconnect our society
In the UK pilot schemes are in progress
to use gyms to treat obese patients as a
cost effective alternative to gastric
surgery
European Projects like DOREMI will
explore games and sensor technologies
that support independent living
Transforming myself from Spectator to
Player by Gamification of my Obesity
Challenge
Monitoring and Managing health
through sensors, games and social
networks
Empowering Citizens and creating new
business opportunities and models to
build a more sustainable future
Competition or Collaboration?
The Book
www.gadgetstogodbook.com
Immersive Learning and Serious Games
for Medical Education - Thanks for
Listening

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Immersive learning and serious games for medical education segamed 2013

Notes de l'éditeur

  1. Segamed 2013 has already illustrated many serious games and simulation applications in the health sector covering training, diagnosis, prevention and treatment
  2. This presentation presents a different perspective showing the impact of technology on health service provision from 1963 into the future
  3. All human life and activity has elements of gamification embedded – every parent employs gamification to influence a child’s behviour, such as pretending the mouth is a tunnel and the spoon is a train to persuade a child to eat
  4. In 1963, life was like this