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Surgeons Get Practice Using Brains Made on 3D Printers

Surgeons Get Practice Using Brains Made on 3D Printers | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
A new system to train brain surgeons uses 3D brain models created based on actual patients.
Alex Wade's insight:

Combining the best of high and low fidelity simulations, this is illustrative of the advances being made in brain surgery, where needles can be represented on a screen and physically through a mannequin.


The fact that the images are based upon real patients brings the reality of these mechanics closer to the bone, for want of a better term.

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Emma Winterman's comment, December 5, 2013 3:56 AM
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Virtual Patients, Online Sims and Serious Games for Education and Care
Web based information reflecting VP's, online simulations and serious games in the field of health care education.
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Video Games and the Future of the Textbook

Video Games and the Future of the Textbook | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Curriculum designers are rethinking not only the textbook, but educational content delivery in general.
Alex Wade's insight:

This is in interesting, if contentious article, which uses the frame of games-based-learning to contend that the future of education does not lie in the textbook.  I would be in agreement, but textbooks, however critiqued do offer an introduction to a subject area that I believe is necessary as part of wider learning.  Should textbooks be used exclusively?  No.  But who would argue that we should exclusively use games or simulations?

 

A blended approach to learning is required for pupils and students of all ages to become acquainted with a subject: it is as much to read a synopsis of Plato's Republic before playing Civilisation: before moving onto the text itself to see how it all meshes together.


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Medical training in hyperreality > U.S. Air Force > Article Display

Medical training in hyperreality > U.S. Air Force > Article Display | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
The Air Force Medical Modeling and Simulation Training, or AFMMAST, is improving medical training is by adding hyperreality and high fidelity through the use of the Tactical Combat Casualty Care Cut Suit.,
Alex Wade's insight:

As this page documents, online and digital simulations continue to gain traction across all areas of healthcare and learning.  The underpinning philosophy of our work at Birmingham City University is the proclivity of simulations to iterate and scaffold.  From the lowest point of pen and paper simulations, to virtual patients, scaling across fidelities is vital to the training of the student.


This development from the US Air Force then, appears to be the next level in medical simulator technology.  Simulations can prepare us to execute our training, but it cannot prepare is for the sheer tactility of liquids, smells and tastes. The 'cut suit' appears to address these inadequacies and, in doing so prepares surgeons, nurses and healthcare professionals for the unpredictability and humanity they will face in operating rooms, casualty departments and wards the world over.

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Video Games Help Teens Gain HIV Smarts

Video Games Help Teens Gain HIV Smarts | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
MELBOURNE, Australia -- If you want teenagers to learn about HIV, go to the chief object of their attention -- video games, suggested a study presented here.
Alex Wade's insight:

This is interesting not for the fact that it is serious game that instructs teens as to the inherent risks and dangers of HIV, but to the underpinning psychology of social behaviour which suggests that decsions made in the present have a concentric impact in the future.


Models such as this have been used to great effect in the Mass Effect series and the use of these game mechanics here suggests that what is used to great effect in the entertainment sphere can be equally well applied to the learning and serious games arena.

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Anesthesiology News - Physician Stresses Simulation To Avert Harm to Real Patients

Anesthesiology News - Physician Stresses Simulation To Avert Harm to Real Patients | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

Having just returned from the 2014 Digital Games Research Association Conference in Utah, Salt Lake City, the capital is close to my heart.  Not only does the University of Utah undertake some wonderful research based around serious games and healthcare, but there is a wider acknowledgement that simulations can cut the amount of medical mistakes which jaw-droppingly, equates to four 747 crashes daily.


As I've said before, while it is impossible in any system to attain zero error, zero harm must be the absolute aim and as this article explains, simulation is a key proponent in moving towards this goal.

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Alliance Aims to Raise Profile of Academics Video Game Programs, Work

Alliance Aims to Raise Profile of Academics Video Game Programs, Work | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
For years individual game design and programming programs at universities have informally worked together on projects, but a new national effort aims to build them into more of a national... more »
Alex Wade's insight:

This is a real move forwards for the games industry in the United States: as the article says, the economic impact of games are massive, with a net worth of $21bn to the US economy.  This has not been matched by recognition from educational and cultural sectors who don't see how entertainment can be art or games can be educational,


Therefore the advent of HEVGA or the Higher Education Video Games Association is a giant step forwards for recognition of games' impact on HE.  Headed by the magnificent Constance Steinkuheler, a prolific academic commentator and teacher of videogames, I'm hopeful that this programme will be in safe hands.


At the same time it articulates the paucity of response in the UK and also highlights, for me at any rate, the complete lack of a Union to protect those who work in the games' industry.  This is something that DiGRA, ESA and SiGA should all be looking to work towards: a global industry needs proper, structured support for its people who make this wonderful medium possible.

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Games In The Classroom: What the Research Says

Games In The Classroom: What the Research Says | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
The way we understand the expectations and promises of today’s game-based approaches will have a long-term impact on how we imagine and implement them in the future.
Alex Wade's insight:

This article purports to say that games are to become one of, if not the pre-eminent modes of learning and assessment in the next decade.  The link is made between the love of videogames that kids have and the extrinsic motivations that games offer.  Evidently, in a society that has accelerated to the point of instant gratificatio, it is difficult to ask children, impatient at the best of times, to expect learning to 'pay off at some point in the future'.


However, although this acts as a synopsis of the research by institutions, governments and private companies around games, why is there no delineation made between free-form play (witness your two-year-old playing dollies) and the game, which is always based around being emotionally attached to the outcome and expecting some intrinsic (e.g. score, experience points) reward. 


Articles pointing out the 'scant nature of research into games education for the classroom' are welcome, but the starting points need to be properly affirmed in the first instance.

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Games Now a Dominant Tool in Education, Training; At Serious Play Conference, Speakers Share Tips on Implementation | SYS-CON MEDIA

Games Now a Dominant Tool in Education, Training; At Serious Play Conference, Speakers Share Tips on Implementation | SYS-CON MEDIA | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
SYS-CON Media, NJ, The world's leading i-technology media company on breaking technology news.
Alex Wade's insight:

The Serious Play conference in Los Angeles is around a month away and this highlights the considerable overlap in areas where research is driving education and training.  It's the usual suspects: healthcare, education and the military, but when we think of the major influences on our social world: health, war and education, these are three things that directly or indirectly we draw upon every single day of our lives.


Will gaming and its related aspects result not in the 'pharmacological society' (Stiegler) or military industrial complex (Eisenhower), but in what Joost Raessens calls the 'ludification of society'.  When we talk about life being 'just one big game', are we actually, if inadvertently defining our social, cultural and technological futures?

 

That's the thought for the day . . . .

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The Dolphin Simulator Designed To Help Rehabilitate Stroke Patients

Animal simulators are all the rage these days, with games about playing as goats, cats and bears all popping up in one form or another thanks to the m...
Alex Wade's insight:

The current craze around cat, goat and bear simulators appears to have a serious edge to it: this beautiful animation you see above is part of a simulation to help people recover from stroke.  In lieu of the 'big data' drive to isolate illnesses and proclivity for disease by postcode, this appeals to the very basest of human emotions: the sensations of beautiful movement, the grace of a moving effortlessly through water.


It's unfortunate that touching the mammal cannot be mimicked, but this may not be suitable for stroke rehabilitation, even though it is widley used with children with severe disabilities.

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VR games attract NASA, tourism and healthcare players - The Rakyat Post

VR games attract NASA, tourism and healthcare players - The Rakyat Post | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it

80LOS ANGELES, June 13: Imagine how thrilling it would be if you could actually be a street luge rider racing down a winding mountain road, zipping under a truck and through a curve and into the path of an oncoming car. As the vulnerable rider, you whip your upper body to one side – but …

Alex Wade's insight:

Virtual Reality is the next big thing . . . if that isn't a line from 80s films, then what is?  Now, however, 30 years later it seems as if, finally the predictions laid down in The Lawnmower Man are coming to fruition.  Having used the Dev Kit for Oculus Rift, the level of immersion means that in terms of healthcare, VR could well be the next big thing.  It promises shared environments, voice over interaction and high level of sonic, aural and tactile realism, thus enabling learning to be properly embodied rather than being inhibited by a lack of direct engagement with the object of study.

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What Game Based Learning Can Do for Student Achievement (EdSurge News)

What Game Based Learning Can Do for Student Achievement (EdSurge News) | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
If I had written this article two years ago, it would have been very different. Back then, I would have made (or felt like I had to make) a compelling case for why we should even consider the idea of incorporating video games into classroom instruction. Back then, I would have expected most reade
Alex Wade's insight:

The constant debate around definitions in the typology of games, can lead to confusion about the differences of Games Based Learning, gamification and where it fits within the context of education and the curriculum.  I think this article does a very good job of explaining these typologies.

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The European Serious Games Awards : 2014 Winners

The European Serious Games Awards : 2014 Winners | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Alex Wade's insight:

The beautiful images seen here are emblematic of the wonderful work undertaken by serious game developers and there is a list of winners here to tickle the palate of anyone interested in using games to learn to swim.  


I always thought that electronics and water don't mix, but then with new innovations in the field all of the time, I could be wrong . . . .

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Boosting student achievement with video games

Boosting student achievement with video games | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
A survey shows low-performing kids benefit most from gaming at school.
Alex Wade's insight:

We're always seeing assertions where videogaming is seen as a necessary and integral part of the teaching element, but this is not always fortified with figures from practitioners.  Over half of the teachers regularly use videogames in teaching and learning suggesting that this in no longer a niche method of learning and is becoming increasingly integrated into curricula. 

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Students raise awareness of drug affected babies

Students raise awareness of drug affected babies | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Students from Gwinn High School are raising awareness of drug and alcohol addicted babies born in the Upper Peninsula with the purchase of two drug-affected baby simulators
Alex Wade's insight:

Babies who experience problems such as Foetal Alcohol Syndrome are high in number and rising.  Often children, resilient as they are can make a near-to complete recovery, but this is contingent on high quality peadiatric care being put in place from delivery.


Simulators which avail learners to the particular problems and challenges presented by these patients are not only vital to the medical treatment, but to the learners who must understand baby's cry and the intellectual problems associated with it: this is the single biggest cause of intellectual disability in the western world.


As with so many things, the tragedy is that much of this is preventable.

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Practice makes perfect for Brooklyn surgeons using high-tech simulators to save lives

Practice makes perfect for Brooklyn surgeons using high-tech simulators to save lives | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Death seemed preferable to surgery when Aleksandra Gelfand learned she had a bulging aneurysm. “I say, ‘Never,’” Gelfand told the News. “I live 75 years. That's it."
Alex Wade's insight:

'Simulation technology is one of the new frontiers of the medical industry'.  This article demonstrates that computer based simulations are gaining traction in the mainstream, not only with the source of the article (New York Daily News), but also the content.  This piece includes anecdotal evidence from the patient involved in the procedure, who while seemingly nonplussed by the event, can still see that simulation, in the context of healthcare as well as other areas, does indeed save lives.

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Accelerated: Inside Pixowl’s Decision to Focus on Parents Rather than Schools

Accelerated: Inside Pixowl’s Decision to Focus on Parents Rather than Schools | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
A lot can change in two months. When we talked with Pixowl in late May, they had just finished their first test of their educational game Sandbox EDU in a... more »
Alex Wade's insight:

Here's an idea:  Instead of focussing on children (who we already know are born with a joypad in their hand and a tablet attached to their forehead) why not try to adapt games for parents?  They are, after all, the primary educators of children and make most of the important decisions in the formative - and most important - years of a child's life.


This is not to say that parents can't or won't play videogames, but the paradigm shift from games as entertainment, to games as tools for education, healthcare and serious themes is not happening it has already arrived.  Who better to convince of the values of games than those who evangelise the next generation? 

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Our Schools Are Un-American. Video Games Can Fix That

Our Schools Are Un-American. Video Games Can Fix That | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
“Game based learning” is a misleading term. After all, gaming always involves learning. You learn who the bad guys are, how to shoot, how to jump, how to run, where the secret portals are. Gaming is constant learning. Life is also constant learning. You’re learning when you scroll through your Facebook [...]
Alex Wade's insight:

Games-based learning is no longer a buzzword, but integral to the ways in which we interact with education and learn about the world: if it's good enough, for babies, toddlers and pre-schoolers (a baby learns more in the first year than in the next eighteen years combined) then it should be good enough for learners as they get older.


This thought-provoking piece from Jordan Shapiro argues that it is not the technologies that have changed us, but that we have changed the technologies as the world around us has altered in terms of the construction, presentation and content of knowledge.  This demonstrates the postmodernism of contemporary learning and in common with this, that much of it is about play and finding liminal spaces. 


While convincing, it is still important to see that there is a reason for the building of '2300 years of knowledge'.  It's not easy to throw away all of that thought in a hurry and to say to be done with it.  Instead, like the best of learning, it is important to scaffold and build and therefore construct learning closer to Lego to navigate the mazes of the mind, rather than trying to confuse at the outset . . . after all play is easy to understand and difficult to master, just like life really . . . 

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Games Can Advance Education: A Conversation With James Paul Gee

Games Can Advance Education: A Conversation With James Paul Gee | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Games and learning champion James Paul Gee discusses literacy, systems thinking, education, socio-economic inequality, and, of course, video games.
Alex Wade's insight:

'Don't trust those who don't game'.  James-Paul Gee  ends his Q+A session with a flourish, but what comes before is truly riveting stuff.  Covering all of the bases in teaching and learning, Gee correctly identifies a wider culture of inequality which leads to the replication of a toxic economy of casino capitalism which values monetary exchange over people. 


Gee, always a great thinker regarding the role of games in education, has a wider agenda here and this interview is an excellent primer to his famous work on digital literacies.

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Doctors' training via virtual surgery wins research grant | News | The Engineer

Doctors' training via virtual surgery wins research grant | News | The Engineer | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
New surgeons could soon be honing their skills with real-time simulators.
Alex Wade's insight:

What is interesting here is the future possibility of integrating robots into surgery, which has long been the dream of Ridley Scott and peers, but not realised in reality. 


The cues taken here can be seen from the aviation industry.  For all of their training, reflexes and ability, pilots in modern aircraft are more faciliators, or supervisors of technology: an integral part of a system to ensure safety and compliance.  We're a long way from that here, but perhaps with this research project at Cardiff University, we're one step closer to surgical automation/augmentation.

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Rock Simulator 2014 receives rocky reception from gamers

Rock Simulator 2014 receives rocky reception from gamers | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
'For a long time, there has been one game missing from the market: a genuine rock simulator,' says creator
Alex Wade's insight:

OK, so the 2014 simulator craze which has included goats, bears, trucks and crazed, drunk surgeons has reached new levels (or lows?) with the release on Steam of Rock Simulator.  Hard to know how seriously this takes itself, make sure you take a couple of seconds on the last working day of the week to check out the simulation of a rock in environments ranging from verdant grassy plains to deserts . . . or not as the case may be. 

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Johnson: Serious games

Johnson: Serious games | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
IF YOU’VE been on Facebook recently, and you’re the kind of person who reads this column, there's a good chance you’ve seen one of two viral language tests...
Alex Wade's insight:

The Economist has always been able to provide insight into a wealth of different innovations due its position at the forefront of capitalism. This blog entry investigates the convergence between social media and serious gaming: there are clearly populations on Facebook, Twitter etc who are ready and willing to share their knowledge.


The language test is a good start point for making a link between grammar, learning and dialect, while the personality test I can't comment on due to not having a Facebook account.  Generalizations concerning 'should interact face-to-face with others' and 'don't use Facebook in the shower' are glib, but the outcomes (shown in the word-cloud above) are clearly of interest to researchers in this sphere and demonstrates novel ways of converging different technologies to explore historical and current social inclinations.

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15 Healthcare Gamification Startups to Watch in 2014 - HIT Consultant

15 Healthcare Gamification Startups to Watch in 2014 - HIT Consultant | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
An in-depth look at fifteen of the most promising healthcare gamification startups to watch in 2014 and beyond.
Alex Wade's insight:

The title of this article is something of a misnomer as this is more of an exploration of the use of games in healthcare as opposed to the mere gamification of already embedded modes of learning.  Most impressive here is the sheer breadth of games available, and the way this reflects current concerns within healthcare.


From using Kinect to change approaches to diabetes, through to an intimate exploration of COPD and the importance of staying motivated throughout rehab, games are a vital element of the way in which we will learn how to about healthcare in the 21st century and also how we can look after ourselves in the pursuit of better aging, obesogenic environments and dementia.  

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Join the Conversation on the Use, Future of Serious Games At 2014 Serious Play Conference | SYS-CON MEDIA

Join the Conversation on the Use, Future of Serious Games At 2014 Serious Play Conference | SYS-CON MEDIA | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
SYS-CON Media, NJ, The world's leading i-technology media company on breaking technology news.
Alex Wade's insight:

This conference explores the use  and potential of serious games in the future of learning.  Running from 22-24 July, this is an opportunity to hear keynotes from leaders in the field at the University of Southern California.

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Extra Life For Serious Games - Media, Telecoms, IT, Entertainment - United Kingdom

Extra Life For Serious Games - Media, Telecoms, IT, Entertainment - United Kingdom | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
23 May 2014 - United Kingdom - Media, Telecoms, IT, Entertainment - Extra Life For Serious Games - Deloitte - In 2012, Sue Bohle, Executive Director of the Serious Games Association, said the global market for serious games was estimated to be between US$2 to US$10 billion.
Alex Wade's insight:

This article shows the proliferation of games across the spectrum of learning, including the popularity of 'Papers Please' a bureaucratic simulator which places the protagonist in a series of ethical quandaries and games which help individuals deal with depression, a health timebomb which is the mental health equivalent of obesity.  


This article is notable for its use of references, so more like this please!

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Classroom, Inc. Adviser Argues Assessment is Key to Large-scale School Buy-in

Classroom, Inc. Adviser Argues Assessment is Key to Large-scale School Buy-in | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
Games can be—and are—meaningful vehicles for learning. But for learning games to be used on a large scale in schools, games must not only help students learn, but help them... more »
Alex Wade's insight:

'Gamification', the bolting on of game-elements onto more traditional methods of learning is, in some areas, as lambasted as it is popular.  Canner notes, from the Edsurge literature that if the sometimes haphazard introduction of game mechanics can be applied to learning, then the same can be said of games in toto. 


A rigorous approach is required to videogames and learning and the four points here are of interest to anyone (and as the previous article shows) this is the majority of practitioners, shows how this can be implemented and executed in practice.

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Button suffers Monaco simulator sickness | F1 News

Button suffers Monaco simulator sickness | F1 News | Virtual Patients, Online Sims and Serious Games for Education and Care | Scoop.it
F1 News. Jenson Button has revealed that he has been unable to test a 2014 car in Monaco on the McLaren simulator as he gets sick driving the street circuit. Read more at Crash.net!
Alex Wade's insight:

One of the biggest pieces of news in the games industry was the recent purchase of Oculus VR, makers of the Oculus Rift by Facebook.  OR is an amazing piece of kit, but having used it the feeling of simulation sickness persists.


Therefore it is reassuring to see that even those people who tear around a racetrack at 200MPH can suffer from the same challenges: F1 world champion Jenson Button cannot drive the Monaco street circuit for this reason.


Personally I think full VR simulators have a long way to go before they are able to be used as commercially and the moral seems to be that practice is useful, but when there are a law of diminishing returns it's time to apply that practice to reality.

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