Serious games in the classroom: Gauging student perceptions

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

    Producción científica: Capítulo del libro/informe/acta de congresoPonencia publicada en las memorias del evento con ISBNrevisión exhaustiva

    3 Citas (Scopus)


    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.

    Idioma originalInglés
    Título de la publicación alojadaMedicine Meets Virtual Reality 18
    Subtítulo de la publicación alojadaNextMed, MMVR18
    EditorialIOS Press
    Número de páginas7
    ISBN (versión impresa)9781607507055
    EstadoPublicada - 2011

    Serie de la publicación

    NombreStudies in Health Technology and Informatics
    ISSN (versión impresa)0926-9630
    ISSN (versión digital)1879-8365


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