Ellaway Rachel H
University of Calgary, Alberta, Canada.
Adv Simul (Lond). 2016 Nov 17;1:28. doi: 10.1186/s41077-016-0030-1. eCollection 2016.
Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.
多年来,游戏一直被用于培训目的,但在卫生专业教育中,其应用仍略显滞后且理论不足。本文从严肃游戏(具有明确教育目的的游戏)的基本概念和设计原则出发,探讨了在卫生专业教育中使用此类游戏的依据。这些原则可被理解为一系列游戏要素:竞争与冲突、机遇与运气、经验与表现、模拟与虚构、战术与策略、媒介、符号与行动,以及复杂性与难度。游戏具有独特性和局限性,这是其他卫生专业教育活动所不具备的。游戏与模拟之间的差异可以通过同构(与现实世界实践趋同)和非同构(与现实世界实践背离)这两个相互关联的概念来理解。游戏要素能够拓展卫生专业教育中的教学设计方法。