Serious games in the classroom: Gauging student perceptions

  • Bill Kapralos
  • , Sayra Cristancho
  • , Mark Porte
  • , David Backstein
  • , Alex Monclou
  • , Adam Dubrowskif

    Research output: Chapter in Book/Report/Conference proceedingConference and proceedingspeer-review

    4 Scopus citations

    Abstract

    Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminsihed operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.

    Original languageEnglish
    Title of host publicationMedicine Meets Virtual Reality 18
    Subtitle of host publicationNextMed, MMVR18
    PublisherIOS Press
    Pages254-260
    Number of pages7
    ISBN (Print)9781607507055
    DOIs
    StatePublished - 2011

    Publication series

    NameStudies in Health Technology and Informatics
    Volume163
    ISSN (Print)0926-9630
    ISSN (Electronic)1879-8365

    Keywords

    • Serious games
    • game-based learning
    • interactive learning
    • virtual simulation

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