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Game Development to Teach Medical Skills
Using tablet computing platforms and HTML5 we intend to develop a serious game to provide health professions students (primarily medical and nursing students) with easy, affordable, and standardized training.
This project will specifically create the Electronic Health Record (EHR) Pain Management Simulator, a tablet-based application that provides a simulated learning environment for health professions students to enhance their skills related to managing patients with pain.
Via the EHR Pain Management Simulator, learners will be working in an environment which echoes core features of any EHR. The student will choose their training level and profession and thus guide their path through the sEHR experience to match their expertise and intended role in the health profession. Learners will then select one of multiple patients visiting that day. In some situations players will treat a patient over multiple visits; others will be more like emergency room visits which require making decisions quickly based on minimal (and sometimes faulty or misleading) information.
Using the simulated EHR, the student will gather history, examine, order labs, diagnose, and provide treatment and referral for the simulated patient. Branched learning allows the student to receive different experience based on choices made. Feedback, based on the learner's performance, will identify deficiencies and recommend response to areas of low performance. The instructor will have control over the clinical components of the application by providing increasing or decreasing clinical information, challenge, feedback, or prompts.
Implement a simulated EHR based on HTML5 and content provided by Clinical Tools [we're not asking that the developer(s) have medical knowledge]
- Interface Design. Clinical Tools intends to use a gaming platform to rapidly develop the interface features and allow us to easily and simply alter the interface based on user feedback.
- Background Logic. Choices (e.g., order a test, write a prescription) have consequences. The background logic will determine the response to various choices.
- In some cases the answer will be determined (equivalent to moving on to the next page) and the user will receive more standard feedback (eg., a good choice because...).
- In other cases the flow will be more probability based (e.g., if you prescribe this med, there is a chance that addiction will develop). This increases realism and the potential that user repeats the game experience.
- Eventually the game will be a full RPG with the path determined my multiple variables [a later stage of development]
- Assessment. Some training experiences will be used to assess user condition and skills before or after the experience. This version of the game will also collect data regarding to attitudes, confidence, skills [e.g., the game above but without feedback]. The actual training of the game will be tailored to the results of the assessment
- For example if a user expresses minimal understanding of addition, s/he will be challenged with cases of fairly obvious addiction potential. A more skilled user would get patients where addiction isn't as obvious such as older patients or patients in long term treatment for cancer
- We want the consultant to have fun and be creative.
- The consultant should provide a rough guide to what the experience will look like based on existing EHRs such as DrChrono.com and Practice Fusion [but not being limited to their approach or functionality]
- The consultant should identify how the game will handle choices and how it will adapt the experience (e.g., change the flow) based on those choices. More sophisticated (realistic, unpredictable) capability is certainly welcome
- The consultant will provide a brief sample or demo experience showing an example of working with the game [within obvious constraints of course]
- The consultant will show how the game will collect basic information and how that information could be utilized to tailor the game experience.
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