Abstract-Learning medicine is a difficult task that requires both memorization of clinical knowledge as well as practice of medical procedures. As most procedures can cause harm to the patient, it is sometimes not suitable for new students to practice such procedures on actual patients. The challenge, therefore, is to develop new methods of teaching students while minimizing the risk to the patient. Fortunately, modern technology has the means to inject much needed interest into the subject and allows for multiple new formats of learning. As computer games are extremely popular, their role in medical education becomes more and more vital. Serious gaming describes a technology that can educate and train while entertaining users. This paper aims to provide an alternative platform for health science education in a format that appeals to users. A prototype has been developed for the education of health science and it can potentially supplement traditional teaching methods.
Index Terms-Medical education, serious games.
I. INTRODUCTIONMany recent studies have identified the benefits of using serious video games for a wide range of purposes. Since many games are inexpensive, widely available, and entertaining, combining them with conventional methodologies could provide a powerful means of encouraging people to work more effectively in designated activities. They can be used as a tool to give players a novel way to interact with games in order to develop new skills, promote physical activities, and support social and emotional development. Hence, they have a huge potential as a means of improving achievements in a variety of domains [1]. For a serious game to be successful, an important element is for the game designer to achieve a balance between the fun element and the main purpose of the game. This means that the entertainment element of the game should not be sacrificed in an attempt to reach the main goal of the game. The enjoyment of the game is the very means by which the goal can be reached. Thus, the game should be kept enjoyable, or else the serious goal would not be reached even though it was given the highest attention in the development of the game [2]. Serious games encompass the same goals of "edutainment", but extend far past teaching facts and rote memorization to include all aspects of education: teaching, training, and informing [3].Many simulation approaches have been developed for the purpose of educating students on the safe delivery of health care. These include the use of mannequins, task trainers, and in situ scenarios. Simulation approaches expose individuals Manuscript received May 10, 2015; revised August 18, 2015. Michael Chen and Fuhua (Frank) Cheng are with University of Kentucky, Lexington, KY 40506, USA.A. J. Lin is with Marshall University, Huntington, WV 25755, USA (e-mail: lina@marshall.edu).and teams in a new way to realistic clinical challenges. A distinguishing feature of simulation and serious games is that it allows participants to experience, in real or near real-time, the c...