immersive learning and serious games for medical education segamed 2013
DESCRIPTION
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
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Immersive Learning and Serious Games for Medical Education
Segamed 2013
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Many health solutions for training, diagnosis, prevention,
treatment
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A different perspectivebased on changes in delivery
of health services over 60 years
1963 2013 2023?
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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.
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What is Gamification?
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Gamification?
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Gamification?
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Gamification?
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Gamification?
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Gamification?
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Gamification?
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Gamification?
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Gamification ?
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Spectators finance games and are affected by them but they
have little influence on the outcome of games
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Players actively seek to influence the outcome of the
game
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Games Masters change the rules and mechanics to shape the outcome of games - they
are the most powerful influences
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Can you imagine a world without computers, phones
and cars ?
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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
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Games and Simulations helped shape our
development and interests
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Society was Hierarchical,Structured and Regulated -
Knowledge was Power
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Knowledge Professionals with years of training were the sole service providers in education, health,
law........
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Digital Technologies Changed Everything
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From search engines and simple quizzes and decision
tree games
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To advanced realistic simulations
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Knowledge and skills became instantly accessible 24/7
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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
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Today's Society is Networked and Asymmetric
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Now we have personal agents like this ...
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With innovative interfaces
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Science fiction soon becomes reality
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Delivering immersive experiences aids learning
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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
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Society today faces many challenges e.g Obesity and
Ageing Society
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Games and Simulations train, orientate and assess staff
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Casual games can help develop or maintain cognitive
skills and mental agility
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They also try to encourage behavioural change
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Encouraging Exercise
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Technology supports Reflective, Personalised, Adaptive Learning and "Wisdom of the Crowd"
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Innovative Interface Devices aid Diagnosis and Treatment
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We are on the threshold of a new era of Gamification and embedded
pervasive games that could transform society
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Society will not have the resources to support ageing
population and lifestyle related health issues
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Technology can transform spectators into players by
removing barriers and adding motivators
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Visualisation of sensor data tracking our lives linked to games and simulations will
provide the feedback and control mechanisms that will reconnect our
society
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In the UK pilot schemes are in progress to use gyms to treat obese
patients as a cost effective alternative to gastric surgery
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European Projects like DOREMI will explore games and sensor technologies that support
independent living
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Transforming myself from Spectator to Player by Gamification of my Obesity
Challenge
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Monitoring and Managing health through sensors, games and
social networks
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Empowering Citizens and creating new business opportunities and
models to build a more sustainable future
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Competition or Collaboration?
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The Bookwww.gadgetstogodbook.com
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Immersive Learning and Serious Games for Medical Education -
Thanks for Listening