immersive learning and serious games for medical education segamed 2013

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This presentation explores the impact of technology on the delivery of health services and medical training and development from 1963 into the future. It draws the conclusion that the use of these technologies for the training and development of medical professionals will not be adequate to meet the challenges of present day society, especially key issues such as obesity and dementia. It argues that the emerging technologies of sensor networks and data visualisation offer the potential to reshape the management and delivery of health and wellbeing so that it is shifted towards the responsibility of individual citizens and new providers with little or no medical training.

TRANSCRIPT

Immersive Learning and Serious Games for Medical Education

Segamed 2013

Many health solutions for training, diagnosis, prevention,

treatment

A different perspectivebased on changes in delivery

of health services over 60 years

1963 2013 2023?

Today's Key MessageYou 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 SocietyThe 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 Bookwww.gadgetstogodbook.com

Immersive Learning and Serious Games for Medical Education -

Thanks for Listening

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