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Showing posts from September, 2014

Serious Games For Operating Room Risk Management

Via: KTM Advance – 3D VOR (Virtual Operating Room) 3D VOR (Virtual Operating Room) is a collaborative and immersive Serious Game, under development by KTM Advance, targeting various defects in healthcare inside the OR due to a communication failure between the surgeons, the nursing staff, the anesthetists and the patient.  The OR setting is one of the most frequent targets of healthcare malpractice suits. Inside the operating room (OR), communication and anticipation are key for the patient's safety during and after the intervention. This is the context for the game that offers a multi-professional in-service training to every stakeholder in the operating room. The game is centered on the effects of the communication between the surgeon, the nursing staff and the anesthetists upon crisis prevention and risk management inside the OR (control procedures, patient checklist). Through 4 virtual surgery operations chosen on purpose (routine versus infrequent, be

Serious Games Improve Understanding Of Type 1 Diabetes At School

Created by Sanofi Diabetes , in collaboration with Ranj Serious Games , to address the need for greater understanding of Type 1 Diabetes (T1D) amongst children, parents, caregivers and friends in the school environment,  the new  Mission T1D  Serious Game  is now available, free of charge, from the Apple UK store.  (Note: Right after publishing this post, I was notified by Sanofi-Diabetes that "With regard to the availability of the App there appears to be a delay. We are currently awaiting a confirmation date, which is imminent. As soon as we have it, we will let you know and send you the link.") T1D affects 400,000 people in the UK and more than 29,000 are children (please find detailed stats under the section About T1D in UK ). Mission T1D aims to improve the understanding of living with diabetes and helps to share practical information to better support children with diabetes, especially in their school environment. Dr. Sheridan Waldron, Specialist Diabet

Amplify Disrupting Serious Games Business Development Models

Amplify launches Twelve A Dozen as a Consumer Serious Game At the early stages of the "Serious Games" movement, in many cases they were made available to users free of charge or distributed within the client organization. Serious Games used to lack the budgets of entertainment games, so producers usually did not develop their own game engines (which could cost upwards of $5 million and 3-5 years of time), but instead leased popular game engines for game play. Serious Games were made for a fraction of the cost and time of games for the entertainment market, with budgets in the range of $400,000-$1 million being typical, and a development time of perhaps a year. However, budgets for certain applications have increased over the years and we have seen some "Serious Games" being budgeted in the $10 million range and above. Growing budgets have translated into a growing demand for funding, mostly because the predominant model in Serious Games had been "

Serious Games For Medical Assisting Instructors And Students

Practice , the line of 3D, multiplayer Serious Games developed by  Muzzy Lane Software  for McGraw-Hill Education, which already includes  Practice Operations ,  Practice Marketing, Government in Action , and Practice Spanish: Study Abroad , is about to get a new addition:  Practice Medical Assisting. Designed against course Learning Objectives and delivered on the web and on tablets, these games integrate into the core curriculum to provide hands-on learning experiences. Practice is also integrated with  McGraw-Hill Connect ® to give instructors and students seamless access to the experience, including single sign-on and assessment data. Practice MA is an online educational Serious Game for Medical Assisting instructors and students that allows players to stand out from their peers and be workplace ready. By practicing critical thinking and soft skills that are crucial to a successful career in the MA profession, this virtual experience provides students with a game

GlassLab Launches Playfully.Org For High-Impact Educational Serious Games

GlassLab announced the launch of Playfully.org , GlassLab’s new destination for high-impact learning games.  GlassLab has partnered with major players in the learning, assessment, and games community to develop standards-aligned games that meet students’ needs for impactful learning and will make them available in a single place – Playfully . Designed for students, teachers, parents and administrators, Playfully proposition is to make it easy to find and implement the next generation of learning games. Student’s assessment is embedded in the game experience and is reflected back to teachers and students as feedback to empower further learning. According to the new website, the Playfully learning analytics engine makes valid, reliable inferences about student learning and demonstrates the impact that digital games have on improving student outcomes. One of the premier games now being featured on Playfully is GlassLab new title Mars Generation One: Argubot Academy EDU,

Serious Games For Nuclear Security and Safeguards

Applied Research Associates, Inc. (ARA) and its Virtual Heroes Division (VHD) in the United States support a broad spectrum of clients in the Federal System vertical market, among them Nuclear Security Clients. In 2012, the International Atomic Energy Agency (IAEA) applied safeguards for 179 States with safeguards agreements in force, implementing safeguards at 692 facilities. To support the IAEA mission, the Safeguards Training Section of the IAEA Department of Safeguards holds over 100 training courses yearly to help safeguards inspectors and analysts develop the necessary knowledge and skills. Serious Games provide the opportunity to train under different scenarios not possible in real facilities. In order to take full advantage of Serious Games, the Safeguards Training Section has collaborated with IAEA Member States to develop and evaluate virtual facilities and interactive training tools. ARA’s Virtual Models of Nuclear Facilities are a great example of Ser

Serious Games For Tactical Combat Care

Via:   Virtual Heroes Division (VHD) In June Virtual Heroes , a division of Applied Research Associates, Inc. (ARA) , held a successful focus group test for its Combat Medic military training application with 17 medics and 7 instructors. Developed by Virtual Heroes for client Duke University & U.S. Army RDECOM and released September 2014, Combat Medic is a state-of-the-art training Serious Game for medical education that uses a 3D, collaborative virtual world accessible from any internet-connected computer. Created with the Unreal Engine3 and on the GO Platform, the combat medic environment includes learning modules customized to combat medic needs. Combat Medic an educational program designed to train Army medics and other military medical personnel to manage the top causes of death in the modern battlefield: hemorrhage, airway obstruction and tension pneumothorax. Combat Medic also allows for the application of other important concepts such as equi

Serious Games Gaining Momentum In South Africa

Via: htxt.Africa    The first edition of the International Conference on Serious Games in South Africa took place on August 27-29 at the Quest Conference Estate. The conference – the first of its kind in the country – was hosted by the Serious Games Institute – South Africa , a unit within the Faculty of Economic Sciences and Information Technology on the Vaal Triangle Campus of the North-West University (NWU Vaal). Topics addressed at the conference included the utilization of Serious Games in higher, secondary, primary and pre-primary education; the health sector; business and industry; social issues and cultural awareness as well as the psychology of Serious Games. The conference featured the game design expert Dr. Ernest W Adams as its keynote speaker. Adams, who started the International Game Developers Association (IGDA) in the US in the 1990s, holds a Ph.D. in interactive storytelling and has more than 25 years of experience in the game design industry, havin