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