趣味与游戏:设计一个游戏化的中心静脉置管训练模拟器。

Haroula M Tzamaras, Jason Martinez, Dailen C Brown, Jessica M Gonzalez-Vargas, Jason Z Moore, Scarlett R Miller
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引用次数: 0

摘要

游戏化,或将游戏元素添加到训练系统中,有可能提高学习者的参与度和信息保留率。然而,游戏化的使用尚未在中心静脉导管(CVC)培训师中进行探索,该培训师教授一种常见的高发病率医疗程序。为了克服这些错误,开发了一种动态触觉机器人训练器(DHRT),专注于船只识别和访问。DHRT+系统目前正在开发中,专注于全过程培训(如灭菌和导管插入),包括游戏化图形用户界面。本文的目标是(1)开发一个类似游戏的、以患者为中心的界面,以促进个性化学习;(2)与专家医生一起了解游戏化对CVC技能发展的感知效用。本文概述了在医学训练器中使用游戏化的一些潜在好处和不足,这些训练器可用于驱动模拟设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

FUN AND GAMES: DESIGNING A GAMIFIED CENTRAL VENOUS CATHETERIZATION TRAINING SIMULATOR.

FUN AND GAMES: DESIGNING A GAMIFIED CENTRAL VENOUS CATHETERIZATION TRAINING SIMULATOR.

FUN AND GAMES: DESIGNING A GAMIFIED CENTRAL VENOUS CATHETERIZATION TRAINING SIMULATOR.

FUN AND GAMES: DESIGNING A GAMIFIED CENTRAL VENOUS CATHETERIZATION TRAINING SIMULATOR.

Gamification, or adding elements of games to training systems, has the potential to increase learner engagement and information retention. However, the use of gamification has yet to be explored in Central Venous Catheterization (CVC) trainers which teach a commonly performed medical procedure with high incidence rates. In order to combat these errors, a Dynamic Haptic Robotic Trainer (DHRT) was developed, which focuses on vessel identification and access. A DHRT+ system is currently under development that focuses on whole procedure training (e.g. sterilization and catheter insertion), including a gamified Graphical User Interface. The goal of this paper was to (1) develop a game-like, patient-centered interface to foster personalized learning and (2) understand the perceived utility of gamification for CVC skill development with expert doctors. This paper outlines some of the potential benefits and deficits of the use of gamification in medical trainers that can be used to drive simulation design.

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