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Editorial: Gamification for Sustainable Development Simulation & Gaming Pub Date : 2024-04-23 Agnessa Spanellis, J. Tuomas Harviainen, Daniel Fernández Galeote, Mattia Thibault
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Dynamic Cognitive Load Assessment in Virtual Reality Simulation & Gaming Pub Date : 2024-04-20 Rachel L. Elkin, Jeff M. Beaubien, Nathaniel Damaghi, Todd P. Chang, David O. Kessler
BackgroundRecent advances in non-invasive physiologic monitoring leverage machine learning to provide unobtrusive, real-time assessments of a learner’s cognitive load (CL) as they engage in specific tasks. However, the performance characteristics of these novel composite physiologic CL measures are incompletely understood.ObjectivesWe aimed to 1) explore the feasibility of measuring CL in real time
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Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions Simulation & Gaming Pub Date : 2024-04-02 Ariana Modirrousta-Galian, Toby Prike, Philip A. Higham, Martin Hinsch, Sarah Nurse, Souhila Belabbas, Jakub Bijak
BackgroundIn this paper, we explore the potential of games to collect empirical data for informing agent-based simulation models of migration. To examine the usefulness of game-based approaches, we conducted a simple, yet carefully designed psychological experiment.MethodsIn a preregistered study, we used a novel, immersive experimental setting to investigate the risky migration decisions made by migrants
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Measuring the Level of Fidelity Required for Transfer of Learning in Simulation-Based Learning Exercises for Novice and Experienced Practitioners Simulation & Gaming Pub Date : 2024-03-28 Amanda Jane Davies, Ghaleb Krame
BackgroundAn acknowledged conundrum which exists for designers of simulation-based learning exercises centres on how much fidelity is required to aid transfer of learning from the classroom to the field of application and what is the influence of the learner’s practitioner experience. This article presents the findings from a study which explored the way in which fidelity influences the sense of immersion
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Openness to Experience Predicts Engagement in Role-Play: Evidence From Two Methodologies Simulation & Gaming Pub Date : 2024-03-28 Mengyu Lim, Andrea Bizzego, SH Annabel Chen, Gianluca Esposito
BackgroundRole-play, or the transient embodiment of a different role from one’s own, is a uniquely human activity that permeates many aspects of life. However, what psychosocial factors is one’s involvement in role-play associated with? Current role-play research tends to focus on limited variables and is partially marred by negative perception towards role-play in the context of online gaming. Nonetheless
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Integrating Biofeedback and Artificial Intelligence into eXtended Reality Training Scenarios: A Systematic Literature Review Simulation & Gaming Pub Date : 2024-03-14 Karen L. Blackmore, Shamus P. Smith, Jacqueline D. Bailey, Benjamin Krynski
BackgroundThe addition of biofeedback and artificial intelligence (AI) in simulation training and serious games has shown promising results in improving the effectiveness of training and can lead to increased engagement, motivation, and retention of information. This systematic literature review explores the integration of biofeedback and artificial intelligence into eXtended reality (XR) training
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Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study Simulation & Gaming Pub Date : 2024-03-06 Vildan Çakar, Ayişe Karadağ
BackgroundIn recent years, serious games have been used as an educational method in various fields such as economy, marketing, military, education, and health as a training method. Pressure injuries (PIs) are a significant health problem and clinical quality improvement issue throughout the world. Implementation of prevention strategies has gained importance in all healthcare settings due to the negative
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Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial Simulation & Gaming Pub Date : 2024-03-04 Laura Selänne, Miko Pasanen, Funda Aslan, Anni Pakarinen
ObjectivesThis study aimed to evaluate the effectiveness of the digital and gamified WellWe intervention on parental self-efficacy for healthy behaviours and mindfulness in parenting at the comprehensive health checks of 4-year-old children.MethodsTwo-arm cluster, randomised, controlled trial with a 4-month follow-up.The data were collected from parents of 4-year-old children. Cluster randomisation
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Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial Simulation & Gaming Pub Date : 2024-03-04 Henrik Nuutinen, Ville Bister, Virve Koljonen
IntroductionThe aim of the study was to evaluate undergraduate medical students’ knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was conducted.Materials and MethodsThis was a multicentre randomised controlled trial from October 2021 to January 2022. The study was carried out at two universities providing
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Openness to Experience and Player Satisfaction in a Simulation Game Simulation & Gaming Pub Date : 2024-02-29 Vinod Dumblekar, Suresh Paul Antony, Upinder Dhar
BackgroundOpenness to experience (OTE) is one of the Big Five traits that describe the personality of the individual. Player satisfaction (Satisfaction) is composed of the factors of excitement, challenge, learning experience, team victory and self-discovery in a simulation game. OTE and Satisfaction appear to have a symbiotic relationship that feeds on their characteristics and outcomes. This study
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Predictive Factors for Difficulty in Simulation Methodology in Teacher Education Simulation & Gaming Pub Date : 2024-02-27 M. Laura Angelini, Roberta Diamanti, Remedios Aguilar-Moya
BackgroundSimulation methodology in teacher education offers a wide range of practice opportunities in a controlled environment. However, even though not much has been written about the benefits of simulation in teacher training, even less has been said about the difficulties perceived by the participants in doing simulation.MethodIn this study we conducted an exploratory longitudinal study which includes
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High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games Simulation & Gaming Pub Date : 2024-02-26 Metin Besalti, Glenn Gordon Smith
BackgroundTeaching climate change is difficult. Its complexity spans many subjects, often taught disjointedly. Many climate change effects are not immediately observable, making it hard for students to connect to it personally.AimThis study investigates how we can spark high school students’ interest in learning about climate change using educational computer games.MethodWe adopted a qualitative case
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Supporting stoma patients’ self-efficacy with a mobile application - a focus group interview study Simulation & Gaming Pub Date : 2024-02-20 Sebastiaan L. van der Storm, Samira E.M. van Knippenberg, Anne M. Eskes, Marlies P. Schijven
BackgroundBeing able to care for and cope with one’s stoma adequately may significantly impact patient’s wellbeing. A well-designed mobile application (app) may improve and solve some of the difficulties patients encounter. This study aims to gain a better understanding of the problems patients face in ostomy care and to determine how to improve these problems by an app.MethodA qualitative study using
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How Game Ecology Drives Player Choices in Strategy Video Games: An Environmental Determinism Perspective Simulation & Gaming Pub Date : 2024-02-06 Zihan Feng
BackgroundRecent years have witnessed increasing attention on the study of game ecology, the virtual environments, and underlying mechanics within games. Yet, these studies often focus on the active role that players have in changing game ecology, while overlooking the reciprocal influence between game ecology and players.MethodsThis study investigates the potential impact of game ecology on player
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Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game Simulation & Gaming Pub Date : 2024-02-03 Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Chun-Chieh Yip
BackgroundThis study introduces an innovative personnel training method for facility management and maintenance of Thermal-Energy-Storage (TES) chiller plants using a serious 3D game. Training games can improve the decision-making of personnel where they can learn to deal with management of TES chiller plants in the context of this study in an active learning approach.InterventionThe research aims
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Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language Simulation & Gaming Pub Date : 2024-01-27 Maryanne Cullinan, Laura L. Wood
BackgroundThe purpose of this study was to determine the effectiveness of a role-playing game (RPG) as a pedagogical tool for teaching beginning American Sign Language (ASL) to middle school students in a classroom setting.MethodsIn this qualitative study, n = 40 students participated in a 50-minute class centered on the ASL role-playing game, Inspirisles, for 45 days. To collect data on the student
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Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors Simulation & Gaming Pub Date : 2024-01-22 Hilda Hadan, Leah Zhang-Kennedy, Lennart Nacke, Ville Mäkelä
IntroductionIn recent years, cryptocurrency has increasingly sparked interest among investors. Many people have invested in this field without adequate knowledge. Existing research has shown that using game design elements can be an effective method of education. Such learning interventions can potentially be a good match for educating market investors, as they provide risk-free simulations for novice
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Healthcare Students’ Anxiety, Cognitive Load, and Trait-mindfulness during Interprofessional obstetric Simulation Training Simulation & Gaming Pub Date : 2024-01-16 Takhdat Kamal, Rebahi Houssam, Eddabbah Mohamed, El Fadely Abdelmonim, Lamtali Saloua, El Adib Ahmed Rhassane
BackgroundSimulation anxiety can hinder healthcare students' learning. Trait-mindfulness may help reduce learners' anxiety and improve their cognitive load during simulation training. However, the relationship between healthcare students' anxiety, trait mindfulness, and cognitive load has not been studied together during undergraduate interprofessional obstetric emergency simulation training.MethodsThis
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Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics Simulation & Gaming Pub Date : 2024-01-10 Henry G.H. Low, Marina Ellefson
BackgroundSerious games (SGs) have emerged as promising tools for life science education, providing interactive learning experiences that bolster accessibility and engagement. In the context of genetics education, which emphasizes hands-on problem-solving, SGs offer a potential platform to augment learning.AimThis article presents the detailed design of a new educational SG, titled Punnett Farms, along
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Evaluating the Effectiveness of the Leading Change for Sustainability in Schools Simulation: A Research and Development Project Simulation & Gaming Pub Date : 2024-01-08 Vien-Thong Nguyen, Philip Hallinger, Parinya Showanasai
BackgroundAlthough a growing number of simulations have been developed for the purpose of educating for sustainability, published reports consist primarily of prescriptive essays, case descriptions, and commentaries rather than empirical studies. Moreover, only a small number of the empirical studies have used experimental designs to assess their effects on learning. This article addressed the need
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About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students Simulation & Gaming Pub Date : 2023-05-06 J.M. Ocaña, E.K. Morales-Urrutia, D. Pérez-Marín, C. Pizarro
BackgroundGamification is a promising field of research that can benefit education. In particular, it can benefit teaching programming to children. Emotional Learning Companions (ELCs) are interact...
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How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load Simulation & Gaming Pub Date : 2023-04-14 Andrew J.A. Seyderhelm, Karen L. Blackmore
BackgroundSerious and entertainment game designers strive to create engaging, immersive, and often, challenging games. This task involves modifying game mechanics or environments to create experien...
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Players Perception of the Chemistry in the Video Game No Man’s Sky Simulation & Gaming Pub Date : 2023-04-11 Diogo Santos, Nelson Zagalo, Carla Morais
BackgroundNo Man’s Sky (NMS) is a sci-fi videogame about survival and exploration where players fly spaceships, search for elements, and use them to build, trade, and survive. Despite evolving arou...
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Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation Simulation & Gaming Pub Date : 2023-03-27 Holger Pötzsch, Therese Holt Hansen, Emil Lundedal Hammar
BackgroundVideogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed b...
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Evaluation of a Postpartum Hemorrhage Escape Room: A Multisite Study Simulation & Gaming Pub Date : 2023-03-23 Tamara Holland, Joan Esper Kuhnly, Michele McKelvey, Jean Prast, Laurie Walter
BackgroundThe purpose of this study was to evaluate a teaching strategy that engaged baccalaureate maternity nursing students at two universities in a postpartum hemorrhage escape room. The study e...
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An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context Simulation & Gaming Pub Date : 2023-03-23 L. Y. Lo, C. L. Ip
BackgroundThe emotion of fear bears a survival significance enabling animals to be highly vigilant in contexts of uncertainty. Expectedly, not all information available in the environment can be pr...
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The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game Simulation & Gaming Pub Date : 2023-03-22 Tymoteusz Horbiński, Krzysztof Zagata
BackgroundLeague of Legends is one of the most popular video games in the world. With the help of the new initiatives of the developers and publishers (Riot Games), professional international and l...
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Cap-and-Trade Game: An Online Computer Game for Experiential Learning About Pollution Pricing Simulation & Gaming Pub Date : 2023-03-15 Niko Yiannakoulias
BackgroundMany environmental policy problems require an understanding of complex processes that are difficult to understand in the abstract. The objective of this short research article is to descr...
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Richard D. Duke: Systems Thinker, Game Science Founder & Beloved Mentor Simulation & Gaming Pub Date : 2023-03-08 Heide Karen Lukosch
BackgroundThis remembrance of Richard “Dick” Duke, one of the founding members of the International Simulation and Gaming Association (ISAGA), and dedicated promoter of game science, contains Duke’...
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Application of Mobile-Based Games in The Rehabilitation of Stroke Survivors Simulation & Gaming Pub Date : 2023-02-20 Narges Norouzkhani, Mahsa Hamednia, Shokoufeh Aalaei
BackgroundStroke, as a cerebral vascular accident, leads to brain injury which is characterized by interrupted blood flow. Indeed, impairments in the face, arms, and speech are usual symptoms of a ...
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Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre Simulation & Gaming Pub Date : 2023-02-20 Sean Eshuis, Kay Pozzebon, Andrew Allen, Lee Kannis-Dymand
IntroductionPlayer experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video gam...
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Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy Simulation & Gaming Pub Date : 2023-02-16 Taylor Milan Kessner, Luis Perez Cortes
BackgroundVideogames are widely considered effective learning environments, with powerful lessons relevant to those who design teaching and learning experiences. Violent videogames, however, are of...
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Planning an Escape: Considerations for the Development of Applied Escape Rooms Simulation & Gaming Pub Date : 2023-01-31 Shawn M. Doherty, Andrew C. Griggs, Elizabeth H. Lazzara, Joseph R. Keebler, Bruce L. Gewertz, Tara N. Cohen
BackgroundTeams are essential to a wide array of applications and organizations often utilize varying interventions to improve the effectiveness of their teams. Due to their collaborative and modif...
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Med Sim Studio: An Open-Access Simulation Platform for Running and Sharing Dynamic Display of Patient Data in Package Scenarios Simulation & Gaming Pub Date : 2022-12-17 Adam Blumenberg, David Kessler
Background/ObjectivesSpecialized software may augment in-situ simulation, remote learning, oral boards preparation, and personalized remediation through simulation. Simulation educators often lack ...
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Guidelines of Serious Game Design for Promoting Reframing Simulation & Gaming Pub Date : 2022-12-06 Lanlan Gao, Rupert Ward, Carlo Fabricatore
Background.Reframing could be considered to represent individual and collective twofold values in social learning. When reframing is promoted, it benefits to generate learning processes involving c...
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Students as policymakers and policy advocates: Role-playing evidence-based health policies Simulation & Gaming Pub Date : 2022-12-04 Sama’a Hamed AlMubarak
BackgroundRole playing has been increasingly utilized as a teaching strategy in the health discipline. However, the utilization of role playing within the field of health policy and systems researc...
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Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey Simulation & Gaming Pub Date : 2022-12-02 İlmiye Seçer, Elif Öykü Us
BackgroundAlthough the gaming habits of children, adolescents, and younger adults have been investigated in Turkey there has been less emphasis on the gaming patterns of middle-aged and older adult...
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A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption Simulation & Gaming Pub Date : 2022-11-13 Datu Buyung Agusdinata, Heide Lukosch, Muhammad Hanif, David Watkins
Background.U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption...
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How Online Gaming Could Enhance Your Career Prospects Simulation & Gaming Pub Date : 2022-11-11 Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, Andrey Chernyavskiy, Irina Agafonova, Peter Williams
BackgroundOnline gaming motivations are differently associated with career interests. However, very little is known about online gaming behaviour based on the actual games played and how career int...
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DESSRT: A Novel Framework for Empirical Red Teaming at Scale Simulation & Gaming Pub Date : 2022-11-03 Brandon Behlendorf, Gary Ackerman
BackgroundRed Teaming is widely used to discover vulnerabilities, test defensive measures, and anticipate emerging but novel threats. It has rarely been conducted both systematically and at scale, ...
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Comparison of Knowledge Change in a Virtual Reality Simulation Across Four Platform Technologies Simulation & Gaming Pub Date : 2022-10-07 Brian Cleveley, Karin Diane Hatheway-Dial, Lori Wahl, Joey Peutz
IntroductionThere has been an increase in the delivery of educational and training content using computer-based simulations across a range of platforms. Minimal studies have compared the effectiven...
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Mastery learning and deliberate practice: Do simulationists need clarification? Simulation & Gaming Pub Date : 2022-10-07 Timothy C. Clapper
BackgroundWhen the concepts of mastery learning and deliberate practice are applied in accordance with their intended meaning, they can be used to create robust learning opportunities that can ensu...
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Offsetting Game—Framing Environmental Issues in the Design of a Serious Game Simulation & Gaming Pub Date : 2022-09-28 Nina V. Nygren, Ville Kankainen, Lucas Brunet
BackgroundBiodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders ...
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The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning Simulation & Gaming Pub Date : 2022-09-23 Ihsen Zairi, Mohamed Ben Dhiab, Khadija Mzoughi, Imtinene Ben Mrad
Background and aimSerious games are interactive games with a purpose for education, developed generally under software technology, serious games also include tabletop games (board games and card ga...
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Unlocking the Methodology of Escape Rooms: Considerations for Conducting Applied Escape Rooms in Research Simulation & Gaming Pub Date : 2022-09-23 Andrew C. Griggs, Elizabeth H. Lazzara, Shawn M. Doherty, Joseph R. Keebler, Bruce L. Gewertz, Tara N. Cohen
BackgroundTeams are the foundation of modern organizations. Many organizations are interested in interventions to bolster the effectiveness of their workforce. One viable intervention is an escape ...
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Association between Clinical Simulation Design Features and Novice Healthcare Professionals’ Cognitive Load: A Systematic Review and Meta-Analysis Simulation & Gaming Pub Date : 2022-08-21 Alexandra Lapierre, Caroline Arbour, Marc-André Maheu-Cadotte, Billy Vinette, Guillaume Fontaine, Patrick Lavoie
BackgroundClinical simulations are complex educational interventions characterized by several design features, which have the potential to influence cognitive load, that is, the mental effort requi...
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Roles of Serious Game in Diabetes Patient Education Simulation & Gaming Pub Date : 2022-08-18 Chen Ling, Shriram Seetharaman, Lubna Mirza
BackgroundDiabetes affects many people across the world. Diabetes education plays a critical role in helping people with diabetes to perform diabetes self-management at home.InterventionWe explored...
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“What if We Explore…” Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE Simulation & Gaming Pub Date : 2022-08-17 Denise M. Bressler, M. Shane Tutwiler, Amanda Siebert-Evenstone, Leonard A. Annetta, Jason A. Chen
BackgroundAccording to the Committee on STEM Education, K-12 science students need access to learning experiences that promote collaboration and engagement. To fill that void, we need to develop ac...
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Legitimate Peripheral Participation by Novices in a Dungeons and Dragons Community Simulation & Gaming Pub Date : 2022-08-15 Michael J. Giordano
IntroductionDungeons & Dragons (D&D) is a cooperative tabletop roleplaying game in which players gather together to tell stories. Expert players have a wealth of experiences and game knowledge from...
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One Winner for Games? Simulation & Gaming Pub Date : 2022-07-21 Marlies P. Schijven, Toshiko Kikkawa
Dear readers and authors of Simulation and Gaming,
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Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches Simulation & Gaming Pub Date : 2022-07-12 Kristy de Salas, Louise Ashbarry, Mikaela Seabourne, Ian Lewis, Lindsay Wells, Julian Dermoudy, Erin Roehrer, Matthew Springer, James D. Sauer, Jenn Scott
BackgroundTo overcome the high failure rate of gameful interventions, we need to better understand their design and evaluation strategies to build an evidence-base for best-practice approaches that...
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Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games Simulation & Gaming Pub Date : 2022-07-09 Julia Kneer, Yubo Zhang, Bartosz Grzegorz Żerebecki, Tim Wulf
IntroductionExisting research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain...
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The Effect of 2D and 3D Action Video Game Interventions on Executive Functions in Male Students Simulation & Gaming Pub Date : 2022-06-23 Faride Sadat Hoseini, Masood Khodadadi, Alireza Khorambakht
BackgroundIn recent years, interest in digital games has grown significantly and at the same time a range of games in 2D and 3D has been created. While 2D games cannot give depth to objects, 3D gam...
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Fight. Heal. Repeat: A Look at Rhetorical Devices in Grinding Game Mechanics Simulation & Gaming Pub Date : 2022-06-09 Sabrina A. Sgandurra
BackgroundCommon definitions of rhetoric in games such as Bogost’s ‘procedural rhetoric’ have their basis in the Aristotelian definition of rhetoric, which concerns itself with discovering all mean...
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Machine learning and Serious Game for the Early Diagnosis of Alzheimer’s Disease Simulation & Gaming Pub Date : 2022-06-06 Samiha Mezrar, Fatima Bendella
Background and AimAging people can suffer from cognitive impairments with a range of symptoms, including memory, perception, and difficulty in solving problems called Alzheimer’s disease (AD). The ...
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The Association Between Multitasking and Multi-Patient Care Skills in a Simulated Patient Care Video Game Among Second Year Medical Students Based on Specialty Choice Simulation & Gaming Pub Date : 2022-05-20 Sridevi Korand, Cha Chi Fung, Sammy Cohen, Thomas B. Talbot, Susan Fischer, Cindy Luu, Mariam Sargsyan, Eyal Ben-Isaac, Juan Espinoza, Todd P. Chang
Background and ObjectiveHealthcare providers require multitasking and multi-patient care skills, and training programs do not formally incorporate curricula specifically for multitasking skills to trainees. The medical education community is in equipoise on whether multitasking ability is a fixed trait. Furthermore, it is unclear whether multitasking ability affects those who gravitate toward careers
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Is there any (artificial) intelligence in gaming? Simulation & Gaming Pub Date : 2022-05-19 Marlies P. Schijven, Toshiko Kikkawa
Dear readers all over the world,
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Using Simulation to Test Validity and Reliability of I-BIDS: A New Handoff Tool Simulation & Gaming Pub Date : 2022-05-16 Frank Guido-Sanz, Mindi Anderson, Steven Talbert, Desiree A. Diaz, Gregory Welch, Alyssa Tanaka
BackgroundPatient safety and improved outcomes are core priorities in healthcare, and effective handoffs are essential to these priorities. Validating handoff tools using simulation is a novel approach.MethodsThe construct validity and instrument reliability of the I-BIDS© tool were tested. In Phase I, construct validity was substantiated with a convenience sample of 21 healthcare providers through
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Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children Simulation & Gaming Pub Date : 2022-05-08 N Yuviler-Gavish, Z Treiger, E Horesh, E Shamilov
Young children depend on the non-symbolic representation of numbers for their numeracy understanding and decision-making. The objective of the current research was to examine whether the use of an augmented virtuality (AV) system to represent numbers as physical objects, compared to representing them only visually on a computer screen, will improve children’s numeracy decision-making. The question
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A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions Simulation & Gaming Pub Date : 2022-04-27 Nicholas M. Fusco,Lisa Jane Jacobsen,Nicole Klem,Ryan Krzyzanowicz,Patricia J. Ohtake
Background Serious games may be beneficial to student learning and skill development when deployed within the context of interprofessional education (IPE). The purpose of this study was to describe the development, implementation, and evaluation of a serious game to introduce foundational knowledge and skills related to interprofessional collaboration in health professions education. Methods A commercially