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Gaming in Continuing Medical Education

 
 
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Gaming in Continuing Medical Education
by System Administrator - Thursday, 23 February 2017, 4:12 PM
 

Background

Our organization provides continuing medical education and are continually exploring learning content delivery methods that will engage our younger membership. In early 2016 we conducted a membership survey to investigate  feeling about current educational offerings and to find new educational needs and delivery method preferences. Results noted that many members wanted a variety of delivery methods to select from, more interactions used, and gaming options provided. Given the competitive nature of  some of the disciplines represented, interest was also expressed in gaming opportunities  that allowed users to anonymously compare their results to others who have participated in the same learning events.

Next Steps

A three prong approach was taken to enhance learning opportunities: 1) interactive, spaced learning  question banks (using non-Adobe products so will not be discussed in this post); 2) games for cases studies and guidelines; and 3) interactive pages for terminology.

Proof of concepts were developed for all three product types and tested by an internal review team, then demonstrated to select education committees within the organization for feedback and approval. After recommended changes were implemented, approval was received and pilot units were developed.

Pilot

During the  2016 congress a series of games were demonstrated and released to the membership for review and comment. The games were very well received and members asked that the offering be expanded.

Game Design Summary

Games are created with Captivate 9, using two different models.

  • Model 1: Stock eLearning game assets  with leader boards were used for case based games. This approach allowed for the quick development of games for internal review and selected external review.  These games were so well received that  cases studies and curriculum summary assessments will continue to be built with this model.A public facing version of one of Jeopardy type games can be accessed at http://joannmajor.org/ASRMgames/ReproductionReductgame/index.html.
  • Model 2: Creation of custom templates which offer  interactive question types and branching scenarios were developed for professional guidelines. This design method provides opportunities to closely tie the game content to published guideline documents and committee opinions. Offering members a different way to consume dense materials.

All games developed are linked to surveys so continual learner feedback is gathered.  All feedback is reviewed on a monthly basis, and where appropriate enhancement projects are added to the roadmap.

Interactive Pages

The initial deliverable for this project  is a resource to assist learners in enhancing their  grasp of discipline specific terminology.

As with all new content development, member/committee requests and feedback were assessed, and products available for adoption and/or adaption were explored.  During this phase  of the design process a Periodic table of Instructional Design developed by eLearning Brothers was discovered.

As good fortune would have it our internal team liked the interaction and  template of the design was released to the public.  The template was adapted to develop a project proof of concept.  The base structure was kept intact, but selected interactions were enhanced  to accommodate more states. The additional states allow the pop up cards to be flipped, so that text appears on one side and a supporting graphic on the other side. This enhancement  provides concept reinforcement and  supports learners who are more visually inclined.

Currently the concept project is under review by our internal team. Audio, video clips and more images will be added to the pop up cards if the project is approved to move onto the next phase.