Serious games in the classroom: gauging student perceptions
Kapralos, B.; Cristancho, S.; Porte, M.; Backstein, D.; Monclou, A.; Dubrowski, A.
Studies in Health Technology and Informatics 163: 254-260
2011
ISSN/ISBN: 0926-9630 PMID: 21335799 Document Number: 652151
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 diminished 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.