[Press release] Innovative gaming research gains national recognition
Just completed an online continuing ed medical librarian class on emerging technologies.
Week 4 focused on gamification. Went into the course a bit wary on gamification. However,
if developed and implemented properly, it could prevent medical errors.
A local hospital was in the news two years ago for a failed kidney transplant procedure. The donor kidney was placed in the medical waste container. By the time the error was noticed, the kidney was no longer usable.
A collaborative project in North Texas could help physicians and nurses improve communication.
IMAGE: In GLIMPSE, physicians and nurses are helping researchers determine if a video game simulation can improve their communication skills.Click here for more information.
Television shows have been using tension between hospital personnel as compelling drama for years. But, in the real world, misunderstandings and miscommunication in the healthcare environment can cause errors with long-lasting, even fatal consequences.
With that in mind, researchers at the University of Texas at Arlington College of Nursing, Baylor Scott & White Health and UT Dallas developed a video-game simulation that they say can teach doctors and nurses to work more collaboratively by playing out tense situations in a virtual world.
The federally funded project recently received two national awards at the 4th Annual Serious Games and Virtual Environments Arcade & Showcase during the 2014 International Meeting on Simulation in Healthcare in San Francisco. The honors included a Best-in-Show award for the Academic Faculty Category and a 4th place award in the Technology Innovations division.
“Our hope is that this project will enhance patient safety and, ultimately, improve patient outcomes,” said Beth Mancini, a UT Arlington nursing professor and Associate Dean of the College of Nursing. “Being honored by the judges at this year’s International Meeting on Simulation in Healthcare tells us that the virtual learning environment we’ve built is among the very best in terms of content and design.”
Links to a few items from the course I took
- Gamification pioneer Yu-kai Chou, provides an overview of Gamification.
(His Web site including description of Octoanlysis is here)
From the class….Choose read a minimum of two (2) of these articles to get a better sense of how gamification is being used in various industries.
- In Gaming, A Shift from Enemies to Emotions. NPR. All Tech Considered. January 7, 2014.
- Silverman, Rachel (Nov 2, 2011). “Latest Game Theory: Mixing Work and Play — Companies Adopt gaming Techniques to Motivate Employees”. Wallstreet Journal.
- Takahashi, Dean (August 25, 2010). “Website builder DevHub gets users hooked by “gamifying” its service”. VentureBeat.
- Sinanian, Michael (April 12, 2010). “The ultimate healthcare reform could be fun and games”. Venture Beat.
- A Game wit Heart, Gone Home is a Bold Step in Storytelling. NPR. All Tech Considered. Dec. 26, 2013.
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