International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2016 Vol.6(12): 972-975
doi: 10.7763/IJIET.2016.V6.827

Game for Health Professional Education

Alice J. Lin , Michael Chen , Fuhua (Frank) Cheng

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.

Keywords

  • Medical education
  • serious games
827-S2015-325

How to Cite

Copied

Alice J. Lin, Michael Chen, and Fuhua (Frank) Cheng, "Game for Health Professional Education," International Journal of Information and Education Technology, vol. 6, no. 12, pp. 972-975, 2016. https://doi.org/10.7763/IJIET.2016.V6.827

Copyright & License

Copyright © 2016 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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