A growing interest in the use of digital game-based learning has been identified in veterinary education. Projects in the development of veterinary game-based environments and scenarios are mostly initiated by veterinary institutions, faculties, or instructors; however, the process of development is complex and often involves expertise from a variety of disciplines. In the collaboration between professionals, discussions often arise about content, and how specific elements should be implemented or edited. As discussions are based on the individual experts' varied disciplines, it can be difficult to achieve a common language, and this leads to blockage and frustration in the development process. In 2012, the University of Copenhagen launched a project on digital game-based learning aimed at veterinary and agriculture students. The overall goal was to develop learning games for herd health management in pig production. The project was carried out in a collaboration between professional game developers, educational/didactic experts, and veterinarians. From early in the process, we identified a need to communicate across disciplines. Therefore, the framework of the (SDT) was developed as a tool to facilitate a common language for solving complex issues. The SDT consists of three orientations: games, school, and professionalism. These three orientations are topics that are required considerations when developing a serious game that seeks to teach skills for a specific profession. The SDT contributed to improved understanding across disciplines and made the development process more progressive.
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http://dx.doi.org/10.3138/jvme.0618-073r2 | DOI Listing |
Semin Oncol Nurs
December 2024
Associate Professor, Alice Lee Centre for Nursing Studies, Yong Loo Lin School of Medicine, National University of Singapore, Singapore. Electronic address:
Objective: Evolving digital technology has paved the way for endless potentiality. Leveraging on digital technology for healthcare purposes can target cancer patients, thus improving physical and psychological symptoms. Nevertheless, there is limited consolidated evidence on the effectiveness of virtual reality (VR) and mobile applications.
View Article and Find Full Text PDFJ Relig Health
December 2024
Master's Program in Global Health and Health Security, College of Public Health, Taipei Medical University, No. 301, Yuantong Road, Zhonghe District, New Taipei City, 235603, Taiwan.
Social-emotional competence (SEC) enables children to build successful relationships and reduces the risk of mental issues. It has been demonstrated that implementing social-emotional learning (SEL) programs helps develop students' SEC and that better results are obtained utilizing gamification. This paper illustrates the impact of the faith-infused, game-based intervention RENEW (REsilience iN Emotional and behavioral Well-being) on primary school students' SEC.
View Article and Find Full Text PDFJ Clin Med
November 2024
Instituto Politécnico Nacional, Centro de Investigación y Desarrollo de Tecnología Digital, Tijuana 22435, Mexico.
The growing incidence of cognitive impairment among older adults has a significant impact on individuals, family members, caregivers, and society. Current conventional cognitive assessment tools are faced with some limitations. Recent evidence suggests that automating cognitive assessment holds promise, potentially resulting in earlier diagnosis, timely intervention, improved patient outcomes, and higher chances of response to treatment.
View Article and Find Full Text PDFEClinicalMedicine
December 2024
University Clinic for Nephrology and Hypertension, Diabetes and Endocrinology, Otto-von-Guericke University Magdeburg, Magdeburg, Germany.
Background: Fall(s) are a significant cause of morbidity and mortality especially amongst elderly with polyneuropathy and cognitive decline. Conventional fall risk assessment tools are prone to low predictive values and do not address specific vulnerabilities. This study seeks to advance the development of an innovative, engaging fall prediction tool for a high-risk cohort diagnosed with diabetes.
View Article and Find Full Text PDFNurse Educ Pract
November 2024
Department of Computer Engineering, Faculty of Engineering, Ege University, Izmir 35100, Turkey. Electronic address:
Aim: This study aims to determine the efficiency of game-based learning in nursing students' IMI skills training.
Background: Today, with the unstoppable development of digital technologies, the skills required by modern health services and the needs of nursing students have changed. For this reason, new teaching methods have been researched instead of traditional methods.
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