This presentation will intorduce gamification and immersive technologies (including virtual environments (VEs) such as video games, virtual simulations, virtual reality, and serious games), and discuss their potential application in medical education along with limitations, and potential problems educators may encounter.
After participation in this session, learners will:
1. Be able to explain gamigfication, immersive technologies, and the relationship between them.
2. Become familiar with strategies and processes to blend gamification, gaming virtual simulatand immersive technologies with other educational techniques for rich blended learning environments.
3. Have an understanding of the motivation for the use of gamification, and immersive technologies in medical education and health care in general..4. Have an understanding of the advantages and the shortcomings/limitations of gamification, and immersive technologies
Associate Professor at the University of Ontario Institute of Technology
Li Ka Shing Building, Allan Water Family Aud (2nd Floor)