Title
Serious games in the classroom: gauging student perceptions.
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.
Year
DOI
Venue
2011
10.3233/978-1-60750-706-2-254
Studies in Health Technology and Informatics
Keywords
Field
DocType
Serious games,virtual simulation,game-based learning,interactive learning
Medical education,Knowledge management,Multimedia,Perception,Medicine
Conference
Volume
ISSN
Citations 
163
0926-9630
0
PageRank 
References 
Authors
0.34
0
6
Name
Order
Citations
PageRank
Bill Kapralos126764.43
Sayra Cristancho2153.81
Mark Porte300.34
David Backstein401.35
Alex Monclou511.37
Adam Dubrowski64013.34