Simulation in Health Sciences Education
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Simulation in Health Sciences Education
Keeping pace with the scope of educational simulation for learning in the Health Sciences.
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Rescooped by Peter Mellow from Physio Informatics
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Why it’s now more likely a video game will be your physical therapist

Why it’s now more likely a video game will be your physical therapist | Simulation in Health Sciences Education | Scoop.it

Last week, Reflexion Health got 510(k) clearance for a physical therapy platform to help people recovering from hip and knee replacement surgery guide users through their prescribed exercises and transmit that data to their therapists and physicians.


Via Dr. Mark Merolli - Physiotherapist
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Scooped by Kim Flintoff
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Stroke rehabilitation game using Kinect

Kinect rehabilitation game prototype we are building at Kajaani University of Applied Sciences using Kajak3d engine.

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Scooped by Kim Flintoff
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The untapped potential of virtual game worlds to shed light on real world epidemics : The Lancet Infectious Diseases

The untapped potential of virtual game worlds to shed light on real world epidemics : The Lancet Infectious Diseases | Simulation in Health Sciences Education | Scoop.it
The untapped potential of virtual game worlds to shed light on real world epidemics.

 

Simulation models are of increasing importance within the field of applied epidemiology. However, very little can be done to validate such models or to tailor their use to incorporate important human behaviours. In a recent incident in the virtual world of online gaming, the accidental inclusion of a disease-like phenomenon provided an excellent example of the potential of such systems to alleviate these modelling constraints. We discuss this incident and how appropriate exploitation of these gaming systems could greatly advance the capabilities of applied simulation modelling in infectious disease research.

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Scooped by Kim Flintoff
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KinMINDS - Kinect in Mental Illness and Disability Study

According to the Portuguese National Institute of Statistics (INE), in 2001 there were approximately 66 219 mentally impaired people which represent 0,64% of total population. Of these, 23 666 (35,74%) where classified by Social Security by having a disability degree of 60% or more, and require special attention and occupational therapy. New technologies such as Augmented Reality (AR) and Virtual Reality (VR) open new and exciting opportunities that may address some limitations and problems of conventional occupational therapy, such as patients' low motivation, lack of time to develop/apply adapted exercises for individuals with specials needs in heterogeneous groups and therapist skill, among others.
Microsoft Kinect© is a new device that enables users to control a PC or a videogame console without needing any physical interface. This is accomplished by a sensor than records a person's full body movements in real time and interprets those movements in commands.


We propose to assess the benefits of using Microsoft Kinect© videogames to stimulate cognitive capacities of patients with mental disabilities, namely orientation, visual and spatial perception, motor praxis, visual motor organization and thinking operations.

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Suggested by Learning Futures
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Finding the gamification sweet spot in health

Finding the gamification sweet spot in health | Simulation in Health Sciences Education | Scoop.it

Dave Levy (@levydr) writes:

 

'The more health apps have in common with other popular app trends like gamification, the easier it will be for mainstream consumers to get on board and use them more. Watching how new health apps leverage incentives is sure to be fascinating.

 

And even though the examples [cited in the piece, namely Gympact, Stickk and RunKeeper] are all related to fitness, let’s home there are innovators out there working to crack the code that could bring game-applications to thins like physical therapy, medicine adherence and chronic condition tracking.'

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Rescooped by Kim Flintoff from Digital Learning - beyond eLearning and Blended Learning
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Serious Play Conference 2012

Serious Play Conference 2012 | Simulation in Health Sciences Education | Scoop.it

“Where the Leaders Discuss the Future of Serious Games”

Serious Play Conference speakers include the leading thinkers, consultants, authors and analysts in the serious games industry as well as project directors already creating sims and games for education, corporate and military training, healthcare and non profits.

Highlights for this year include new research on the market and growth trends for the serious games industry and presentations of the latest measurement and assessment strategiers.

 

KF:  This conference has several key speakers from the area of Healthcare.  Games-based strategies can provide deeply engaging simulated contexts for learning.  Well worth tracking this event.

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