scholarly journals Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education

Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 195 ◽  
Author(s):  
Tord Hettervik Frøland ◽  
Ilona Heldal ◽  
Gry Sjøholt ◽  
Elisabeth Ersvær

Simulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better understanding of introducing new SSGs to a non-computer related educational environment—biomedical laboratory science (BLS) education. By following the choice, construction, and evaluation of a gamified app for practicing phlebotomy (StikkApp), not only the usefulness of the application, but also the general needs and possibilities for supporting SSG applications, are discussed. This paper presents the evaluation of StikkApp through an experimental study examining its use on mobile devices, as a web app and by discussing challenges for a corresponding virtual reality app by BLS students and their teachers. This evaluation focused on questions concerning usage scenarios, technologies, and how the design of the app can be aligned to learning goals necessary for education. By discussing these requirements and possibilities for apps and technology support for using SSG apps for BLS students, this paper contributes to a better understanding of using digital support for sustainable education.

2021 ◽  
Vol 13 (12) ◽  
pp. 6586
Author(s):  
Fernando Fraga-Varela ◽  
Esther Vila-Couñago ◽  
Ana Rodríguez-Groba

In recent years, serious games offer great opportunities for learning processes at schools. However, it is unclear whether this type of proposals can offer differentiated answers among the students according to their gender. In this context, the aim of this paper is to know the possible differences that occur in primary school classrooms according to gender, with serious games designed for the development of mathematical fluency, and to examine to what extent these games contribute to the overall school performance. We carried out a quasi-experimental study, including pretest and posttest, without control group and with several experimental groups, and the participation of 284 students from first to fourth grade. The results show that the software benefits boys and girls equally, compared to the previously followed methodology that benefited boys. A clear relation between the results achieved and the performance in the overall students’ grades has also been observed. The conclusions show the potential of serious games in school settings, and the opportunity to approach performance differences based on the gender.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


2018 ◽  
Vol 4 (4) ◽  
pp. 149-172 ◽  
Author(s):  
Liliane S. Machado ◽  
Thaise Kelly de Lima Costa ◽  
Ronei Marcos de Moraes

O desenvolvimento de aplicações computacionais deve ser guiado pelas necessidades do cliente, considerando todas as etapas do projeto de um software. Quando estas aplicações são voltadas para educação em saúde, observa-se a necessidade de abordar aspectos relacionados a pelo menos quatro áreas: educação, saúde, estatística e computação, evidenciando a necessidade de uma abordagem multidisciplinar para a produção de ferramentas efetivas e eficientes para os problemas a que se destinam. Este artigo apresenta e discute etapas consideradas fundamentais no processo de desenvolvimento de serious games e simuladores de treinamento para a saúde baseados em realidade virtual.   PALAVRAS-CHAVE: realidade virtual; jogos em saúde; serious games.     ABSTRACT The development of computer applications must be guided by clients’ needs and must consider all step of software project. It is necessary to integrate knowledge of four areas: education, health, statistics and computer science when those applications are for education in health what makes evident the need of a multidisciplinar approach for the production of effective and efficient tools for the purpose expected. This paper presents and discusses fundamental steps for the development of serious games and training simulators for health based on virtual reality   KEYWORDS: virtual reality; games for health; serious games.     RESUMEN El desarrollo de las aplicaciones informáticas debe guiarse por las necesidades de los clientes y debe considerar todos los pasos del proyecto de software. Es necesario integrar el conocimiento de cuatro áreas: educación, salud, estadística e informática cuando esas aplicaciones son para la educación en salud, lo que hace evidente la necesidad de un enfoque multidisciplinario para la producción de herramientas eficaces y efectivas para el propósito esperado. Este artículo presenta y discute los pasos fundamentales para el desarrollo de juegos serios y simuladores de entrenamiento para la salud basados en la realidad virtual.   PALABRAS CLAVE: realidad virtual, juegos para salud, serious games.  


2021 ◽  
Vol 113 ◽  
pp. 00049
Author(s):  
E.G. Shubnikova

The spread of addictive behavior among minors continues to be a dangerous trend about children and young people. Therefore, one of the most important areas of pedagogical activity is the prevention of addictions in educational organizations, as well as the training of pedagogical university students for being able to prevent addictions in children and adolescents. The study considers the structure of pedagogical university students’ readiness for the prevention of addictions in the educational environment, relying on a competence-based approach. We have proposed a characteristic of the model for assessing the competence of future teachers in the prevention of addictive behavior in children and young people. We considered the content of the training of future teachers for the prevention of addictive behavior based on the study of preventive pedagogy, and analyzed the main approaches to the prevention of addictive behavior in the educational environment. We presented the results of an experimental study and revealed the effectiveness of the training of pedagogical university students for preventive activities with adolescents.


2018 ◽  
Vol 21 (5) ◽  
pp. 304-310 ◽  
Author(s):  
Silvia Serino ◽  
Federica Scarpina ◽  
Antonios Dakanalis ◽  
Anouk Keizer ◽  
Elisa Pedroli ◽  
...  

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