The findings show that classes using the game had significantly higher means than those classes that did not use the game. There were no significant differences between male or female scores, regardless of game play, while both genders scored significantly higher with game play than without. There were no significant differences between ethnic groups, while all ethnic groups scored significantly higher with game play. Lastly, students ages 40 and under scored significantly higher with game play, whereas students age 41 and up did not.
"Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this."
"This website aims to provide a portal and network to meet the needs of clinicians, researchers and educators in the healthcare community who want to integrate games and simulation into their scholarship and patient care strategy. This resource also welcomes healthcare consumers, advocates, and others interested in patient and clinician education, and clinical research taking advantage of games and simulation-based learning."
"Welcome to the Games and Simulation for Healthcare Library and Database. This website aims to provide a portal and network to meet the needs of clinicians, researchers and educators in the healthcare community who want to integrate Games and simulation into their scholarship and patient care strategy. This resource also welcomes healthcare consumers, advocates, and others interested in patient and clinician education, and clinical research taking advantage of Games and simulation-based learning."
Digital games, including virtual realities, computer simulations, and online play, are valuable tools for fostering patient participation in health-related activities. This is why gaming is the latest tool in the arsenal to improve health outcomes: gaming makes health care fun.
Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. games developed or used for this purpose need validation before integration into surgical teaching curricula.
OpenLabyrinth is an open source online activity modelling system that allows users to build interactive 'game-informed' educational activities such as virtual patients, simulations, games, mazes and algorithms. It has been designed to be adaptable and simple to use while retaining a wealth of game-like features.
UCLA researchers have created a crowd-sourced online gaming system in which players distinguish malaria-infected red blood cells from healthy ones by viewing digital images obtained from microscopes.
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JeopardyLabs allows you to create a customized jeopardy template without PowerPoint. The games you make can be played online from anywhere in the world. Building your own jeopardy template is a piece of cake. Just use our simple editor to get your game up and running.
"CPR game allows an individual to practice a simulated cardiac arrest scenario on an iPhone. The game is won by completing all "critical actions" in a timely manner and avoiding any harmful actions."
Digital games, including virtual realities, computer simulations, and online play, are valuable tools for fostering patient participation in health-related activities.
"The research results were seen as underscoring the importance of experiential and reflective learning activities and opportunities for application of theory in online learning and simulation exercises"
Labyrinth is an experimental educational pathway authoring and delivery system being developed at the University of Edinburgh along with a number of other partners.
Users are presented with set or randomly selected choices as they move through a Labyrinth, each of which has a consequence for the user. Examples include virtual patients, quizzes, games and tutorials.