Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
13th Annual Conference
Session ID : 1-4
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Gamification and Serious game 1 ( Oral session 1 )
Promoting multi-professional collaboration through serious games-
*Yukihide Miyosawa
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
[Purpose] The corona crisis has a major impact on medical education. Medical students' ward practice is often interrupted, and the opportunity to observe the Neonatal Intensive Care Unit (NICU) is spoiled. To supplement the training opportunities, we developed a serious game as a tool to simulate support for expectant and nursing mothers and neonatal medicine. [Results] 61 people responded to the questionnaire after playing. 87% of the respondents answered that serious games are useful for medical education. [Discussion] It was shown that serious games have a certain educational effect in the medical field. There is also a possibility that the next generation of perinatal medical workers can be trained through intense production with medical students. On the other hand, there was also the problem that if the content was too technical, it would be difficult to release it to the public. [Conclusion] The effectiveness of the serious game was shown in the medical field.
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