2020
DOI: 10.3390/info11040195
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Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education

Abstract: Simulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better understanding of introducing new SSGs to a non-computer related educational environment—biomedical laboratory science (BLS) education. By following the choice, construction, and evaluation of a gamified app for practicing phlebotomy (StikkApp), not only the usefulnes… Show more

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Cited by 21 publications
(21 citation statements)
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References 38 publications
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“…Several training software based on Serious Games (SG) offer improvements with increased motivation and high user experiences, especially for younger children [51]. Digitizing and gamifying the training and learning has several advantages: it makes it more motivating to perform exercises [52,53] which focus on learning basic, often boring things, e.g., methods in engineering [54], or allowing repeated training for increasing skills and competencies in handling emergency cases [55][56][57].…”
Section: Serious Games and Other Technologies Supporting Vision Problemsmentioning
confidence: 99%
See 1 more Smart Citation
“…Several training software based on Serious Games (SG) offer improvements with increased motivation and high user experiences, especially for younger children [51]. Digitizing and gamifying the training and learning has several advantages: it makes it more motivating to perform exercises [52,53] which focus on learning basic, often boring things, e.g., methods in engineering [54], or allowing repeated training for increasing skills and competencies in handling emergency cases [55][56][57].…”
Section: Serious Games and Other Technologies Supporting Vision Problemsmentioning
confidence: 99%
“…SG is used on several platforms and often incorporates new technologies. Examples are: using mobile technologies to allow learning outside of a classroom [53], ETs to steer and react to eye movements [13,36], hand-tracking to respond to hand gestures [58], or allowing more immersive experiences, e.g., via head-mounted displays [59] or augmented reality [60]. By recording and examining each movement, one can measure the progress in these games, often automatically and immediately.…”
Section: Serious Games and Other Technologies Supporting Vision Problemsmentioning
confidence: 99%
“…For novice students, some favored mobile flexibilty while others approved the bigger screen available for the web form version. Positive towards VR if controls are customized, but a bit skeptical regarding lack of portability (27).…”
Section: Using Internet Of Things (Iot)mentioning
confidence: 99%
“…Findings from these investigations had yielded continuous debates in the education industry. Therefore, giving births to two different emerging schools of thought, 1) technologies as a positive channel to achieve educational success [13,14,15]. 2) technologies as distractions and barriers to deep engagement, having a negative influence on students' performance [16,17].…”
Section: Introductionmentioning
confidence: 99%
“…Further insights into the available earlier studies reveal that educational technologies at any education level were examined as channels supporting traditional education pedagogy [8,13,14,17].…”
Section: Introductionmentioning
confidence: 99%