If you believe all the hype about digital health, you might think gamification was a natural solution. Of course, if you’ve never heard of gamification, let me provide a basic definition from Wikipedia.
THERE’S GREAT POTENTIAL FOR GAMES IN HEALTH BUT IT’S NOT HERE YETConsulting firm ICF recently released a report titled, “Gaming to Engage the Healthcare Consumer.” Although the report details how gamification is increasing across just about all industries, it more closely reveals how games in health is booming for a variety of reasons. These reasons include:A trend toward value based careThe increasing role of the patient as a consumer.The ever desirable target market of the millennial generation.
Three trends are driving players in the healthcare space — especially insurers — toward gamification, according to a recent report by consulting firm ICF International: the trend toward value-based care, the increasing role of the patient as consumer, and the millennial generation as desirable health insurance customers. A fourth trend, the increased proliferation of smartphones and tablets, wasn’t cited in the report but seems to underscore its conclusions.
In the report, titled “Gaming to Engage the Healthcare Consumer,” the authors write about how the use of gamification, which they define as “the application of game elements and digital game design techniques to everyday problems such as business dilemmas and social challenges,” is on the rise in many industries, not just healthcare.
As healthcare organizations move toward business-to-consumer models — rather than insurers, providers, and employers merely interacting with each other — gamification can help them make their product attractive to those consumers.
What new learning actually is depends on who you talk to. Project-based learning infused with educational technology. Game-based learning and learning simulations. Self-directed learning and learning through play. eLearning and mobile learning to promote personalized learning for every child.
Learn how gamification in healthcare is evolving with simulation learning, inspiring new health insurance programs, disease management and more.
Example: A COPD (short for obstructive pulmonary disease) simulation software which does some remarkable things:
It allows doctors to create and control a “virtual patient” and even control variables by inserting actual medical record information.It has tweaking tools for environmental variables and shows how a particular patient would respond “on a deep physiological level.”It allows introduction of drug therapy or see how the patient’s condition could be affected by smoking fewer cigarettes per day, for example.
Health Insurers Embracing Gamification
OptumizeMe. This app encourages fitness-related contests among friends. They have another game undergoing testing and development, Join For Me, that targets overweight adolescents at risk for developing diabetes and promotes physical activities like dancing for maintaining good health.
Managing Chronic Illness with Fun
Diabetes is no fun, but there are companies like GameMetrix Solutions who are inventing entertaining platforms based on other classic games – Solitaire and Jeopardy, for example – with the goal of managing those illnesses. The idea is to pull the patients into the games using tested and familiar game mechanics with a very low learning curve.
Back in 2007 GameMetrix came up with a game for diabetics that was based on the popular Trivial Pursuit. The response was stunning as over 3,000 patients began playing the game “regularly, with very little marketing.”
What’s the Future of Gamification in Healthcare?
According to Saatchi & Saatchi Wellness, gamification in health care “isn’t the future – It’s now”.Watch their presentation with a panel of experts, who discuss how gamification has exploded in the healthcare sector.
The state of health in the United States has been less than favorable for most people but the advances of gamification in healthcare will make great strides in making our therapeutic experiences significantly better as we improve our healthcare system.
LCMS et LMS, deux termes aux sonorités proches, parfois associés, souvent confondus. Et pourtant !
Un LCMS est un système pour créer et gérer de la matière pédagogique pour la formation mixte (à distance ou non). C’est tout d’abord un espace qui centralise le dépôt de contenus d’apprentissage, afin qu’ils puissent facilement être recherchés, identifiés et réutilisés à tout moment, pour n’importe quel besoin de formation. Le LCMS intègre ensuite des outils de création de contenus de formations, manipulés par les équipes de conception pédagogique et non par les apprenants.
La plateforme LMS permet aux formateurs d’y déposer des contenus de formation à distance, mais aussi de suivre de façon très précise et d’organiser les parcours pédagogique des apprenants. Les résultats de ces derniers sont enregistrés et le LMS génère des rapports complets de leur progression dans leur parcours de formation à distance. Pour les apprenants, la plateforme LMS se matérialise sous la forme d’un site Internet sur lequel ils se connectent et accèdent aux contenus de formation à distance qui leur sont réservés.
Does new technology conflict with or complement established teaching and learning? What is the impact on the teaching profession as we have traditionally known it? Will the power of the internet, with new innovations such as Massive Open Online Courses (MOOCs), create an unstoppable ‘avalanche’ of education reform, or are these reforms a false revolution? Can the value of face-to-face quality learning and student-teacher relationships ever really be questioned, at any level of education? Will the class room, lecture theatre, and traditional notion of education space – schools and universities – be usurped by a screen, online and distance learning, or alternative spaces such as the workplace, home, or concert-hall?
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