Clinical Training Elderquest : Video game about pharmacotherapy for geriatric patients. Image Challenge : Collection of images to help identify health conditions. Septris : Web-based game with case scenarios of best practice guidelines for sepsis. CathSource : Photos and videos demonstrating various cardiac anomalies.
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Clinical Sense : Role-playing game for physicians that presents difficult clinical scenarios to solve. Prognosis: Your Diagnosis : Simulated clinical cases to test diagnostic ability. Radiology 2. Upper Respiratory Virtual Lab : 3D simulator of upper respiratory tract. Gamification and multimedia for medical education: a landscape review.
Physics PhET Simulations: A variety of different science and math simulations to help students manipulate variables and visualize outcomes. Rosas et al. Squire et al. Egenfeldt-Nielsen Strategy 72 History Students initially learn the same in history when using video games but have better retention. Overview of behaviorism Behaviorism, which expanded rapidly during the s, continues to be influential in research on educational media, including video games concentrating on the overt and observable behaviors essential for facilitating learning.
Edutainment titles within a behaviorist approach We must not think of edutainment with a behaviorist approach as located within a fixed genre, but rather as different titles sharing certain assumptions about learning principles, motivation, and game design. Discussion of findings — strengths and weaknesses of this approach The behaviorist approach is fairly evident in the most predominant edutainment titles up through the s and increasingly sets the tone for titles in the years after that.
Edutainment titles within a cognitive approach Edutainment titles with a cognitive approach attempt to build intrinsic motivation by integrating learning and game experience. Overview of constructionism Constructionism shares certain assumptions with cognitivism about the individual constructing knowledge and the problems related to transmitting knowledge, but emphasizes the value of the role of external objects in facilitating the learning process.
Edutainment titles within a constructivist approach Edutainment titles that adhere to a constructivist approach are often referred to as microworlds. Discussion of findings — strengths and weaknesses of this approach For some constructionist thinkers, video games are the lost paradise.
Overview of the socio-cultural approach The socio-cultural approach is a broad term encompassing a number of theories that rely on mediation for an understanding of the learning process. Edutainment titles within a socio-cultural approach The area has yet to see the first edutainment titles extending from a socio-cultural approach.
Discussion of findings — strengths and weaknesses of this approach Since the beginning of the s there has been interest in examining the social context around video game experiences i. Squire concludes that: The most important point in understanding how games engage players in educational environments may be that good games engage players in multiple ways and the interplay between these different forms creates dynamic learning opportunities. Learning vs.
Freedom vs. Drill-and-practice vs. Transmission vs. Teacher intervention vs. Conclusions The different approaches to educational experiences with video games are largely not clear-cut when we encounter them in research, but instead are a mix. Adams, P. Teaching and Learning with SimCity Journal of Geography, 97 2 , 47— Andersen, T. Copenhagen: Systime. Becker, K.
Journal of Computing in Small Colleges, 17 2 , 22— Bensen, C. Sexually Transmitted Diseases, 26 6 , — Bergman, P. Unpublished manuscript. Betz, J. Journal of Educational Technology Systems, 24 2 , — Bisson, C. Journal of Experimental Education, 9 2 , — Bowman, R. A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22 9 , 14— Bredemeier, M.
The educational effectiveness of simulation games: A synthesis of findings. Brody, H. Video Games that Teach? Technology Review, 96 8 , 51— Brown, S. Educational video game for juvenile diabetes: Results of a controlled trial. Medical Informatics, 22 1 , 77— Buch, T. The learning effect of Global Conflicts: Palestine. Media Terra conference, Athens. Buckingham, D. Education, edutainment, and learning in the home. Cambridge: Open University Press.
Cavallari, J. Adventure games in education: A review. Australian Journal of Educational Technology, 8 2 , — Children's Software. Retrieved Clegg, A. Games and simulations in social studies education. Shaver Ed. New York: Macmillan. Cotton, K. Computer-Assisted Instruction. Curtis, P. Learning through Play. Using educational games and simulations to support post learners. Dempsey, J. University of South Alabama. Din, F. Playing Computer Games versus Better Learning.
Dorn, D. Teaching Sociology. Dowey, J.
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Computer games for dental health education in primary schools. Health Education Journal, 46 3. Egenfeldt-Nielsen, S. Paper presented at the Digra — Level up conference , Utrecht University. Practical barriers in using educational computer games.
On the Horizon. Beyond Edutainment: Exploring the educational potential of computer games. Playing with fire: How do computer games influence players?
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Fabricatore, C. Learning and Video-games: An Unexploited Synergy. Facer, K. Sutherland, G. Pollard Eds. London: Trentham Books. Forsyth, A.
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Journal of Educational Computing Research, 3 3. Gander, S. Does Learning Occur through gaming. Electronic Journal of Instructional Science and Technology, 3 2. Gee, J. What Video games have to teach us about learning and literacy. Goldstein, R.