TY - JOUR
T1 - FUN AND GAMES
T2 - 65th Human Factors and Ergonomics Society Annual Meeting, HFES 2021
AU - Tzamaras, Haroula M.
AU - Martinez, Jason
AU - Brown, Dailen C.
AU - Gonzalez-Vargas, Jessica M.
AU - Moore, Jason Z.
AU - Miller, Scarlett R.
N1 - Publisher Copyright:
© 2021 by Human Factors and Ergonoics Society. All rights reserved.
PY - 2021
Y1 - 2021
N2 - 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.
AB - 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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U2 - 10.1177/1071181321651108
DO - 10.1177/1071181321651108
M3 - Conference article
AN - SCOPUS:85171276229
SN - 1071-1813
VL - 65
SP - 267
EP - 271
JO - Proceedings of the Human Factors and Ergonomics Society
JF - Proceedings of the Human Factors and Ergonomics Society
IS - 1
Y2 - 3 October 2021 through 8 October 2021
ER -