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Dmitriy Babichenko, Jonathan Velez - To Scope or Not To Scope: Challenges of Gamifying Clinical Procedures Training

Dmitriy Babichenko, Jonathan Velez - To Scope or Not To Scope: Challenges of Gamifying Clinical Procedures Training

Dmitriy Babichenko, Jonathan Velez, University of Pittsburgh This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute. ScopingSim is an interactive alternate-controller-based serious game that uses off-the-shelf open-source components that can be plugged into virtually any computer and is designed to leverage engaging gaming elements to motivate learners to practice both mechanical and diagnostic aspects of scoping procedures. This presentation will address a number of challenges that we had to overcome in order to develop a useful working prototype, including collecting requirements, underestimating costs, dealing with student developers and continuity of support, setting up experiments to identify models of expertise and feedback mechanisms, and making decisions on whether or not to use VR technologies. Physical medical simulators (mannequins) are widely used for training medical students and medical personnel to perform specialized procedures, hone diagnostic techniques, and improve clinical decision-making skills in critical situations. Such mannequin simulators, however, are often extremely expensive, require development of complex teaching scenarios, support of technical staff, and presence of a clinical expert for debriefing and feedback. To address these issues we began to develop ScopingSim - an interactive alternate-controller-based serious game that uses off-the-shelf open-source components, can be plugged into virtually any computer, and leverages engaging gaming elements to motivate learners to practice both mechanical and diagnostic aspects of scoping procedures. This presentation will address a number of challenges that we had to overcome in order to develop a useful working prototype, including collecting requirements, underestimating costs, dealing with student developers and continuity of support, setting up experiments to identify models of expertise and feedback mechanisms, and making decisions on whether or not to use VR technologies.

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