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Record W4234014837 · doi:10.32920/ryerson.14652696.v1

Playing games, saving lives: a critical analysis of serious games for nursing instruction

2021· preprint· en· W4234014837 on OpenAlexaffabout
Tanya Pobuda

Bibliographic record

Venuenot available
Typepreprint
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsToronto Metropolitan University
Fundersnot available
KeywordsInteractivityExperiential learningMental healthPsychologyPedagogyNursingMedical educationMultimediaComputer scienceMedicine

Abstract

fetched live from OpenAlex

Used by military tacticians, political strategists, educational institutions and increasingly healthcare organizations, serious games are often defined as interactive digital games purpose-built to persuade and educate rather than strictly entertain (Zyda, 2005; Abt, 1970; Chen & Michael, 2005). Serious games offer learners the opportunity to experience subject matter in a different way than more traditional, classroom-based education. Using experiential learning theory (ELT) as defined by Kolb (1984), this Master’s Research Project (MRP) examines how two serious games, Post-Op Pediatric Clinical Simulation and Therapeutic Communication and Mental Health Assessment, Skills Practice: A Home Visit, created for nursing education, were constructed. Specifically, this paper explores how healthcare educators and technologists from Toronto-based post secondary institutions designed these serious games. Based on the designers’ understanding of serious games and their decisions, what key design elements were prioritized to support student learning and engagement? What design elements can be observed in these games? The analysis was conducted using qualitative content analysis of the designer’s interviews and qualitative content analysis of the games. The research uncovers that interactivity and immersion were observed to be prioritized by the designers in their discussions and in the final design of the game. This emphasis on interactivity and immersion was described by the designers as being in service of delivering a “real-world” simulated set of patient encounters in acute care pediatrics and mental health assessments in Post-Op and Home Visit respectively. The game designers also made a series of design decisions that resulted in an always-on, pervasive game design which encourages pick-up-and-play game replayability and student experimentation.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.021
metaresearch head score (Gemma)0.042
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.021
Threshold uncertainty score0.115

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0210.042
Meta-epidemiology (narrow)0.0020.001
Meta-epidemiology (broad)0.0010.001
Bibliometrics0.0060.003
Science and technology studies0.0120.019
Scholarly communication0.0130.008
Open science0.0030.007
Research integrity0.0030.006
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.041
GPT teacher head0.389
Teacher spread0.349 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2021
Admission routes2
Has abstractyes

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Same topicEducational Games and GamificationFrench-language works237,207