Learning for health in serious games

Year: 2012

Author: Roth, Kate

Type of paper: Abstract refereed


With an increasing number of students in healthcare professions and their limited opportunities of performing a ''real life'' home visit, technology should become an important tool that offers them a standard and ef?cient learning experience. Additionally, because students are increasingly technology friendly (and video gamers), providing them with a fun and structured practice is likely to have an effect not only in their learning but also on the health care of the elderly population (Duque, 2008, p1331).

Multimedia simulation will never replace practice placements, however it will increase the range of experiences that students can obtain and do so in a controlled and standardized way that is the same for all. It will allow students to access situations that would not be otherwise available and to do so in a supportive environment which allows them to interpret and make sense of their experiences. It is also congruent with the technology oriented world that today's students have grown up with (Walsh, 2011, p219)

This is selection of results provided by professionals utilising the respective games. However considerations of these results are not provided for from an education perspective.  It is important to review the terminology used in the presentation of the outcomes from serious games. There is an apparent confluence of terminology including, for example, apparent simile presented between terms such as learning, experience and play.  Consideration of the notions of learning will inform the consideration of the potential impact of these results on the development and innovations for in education.

This paper will explore current research on gaming and experience considering the impact of this research on learning and technology. In particular this paper will consider the adaption of games and the impact education and experiences. This paper presents the opportunity for education to understand and utilise growing areas of delivery to improve learning and outcomes from technology.


Duque, G. (et al) (2008) Learning While Having Fun: The Use of Video Gaming to Teach Geriatric House Calls to Medical Student. Journal of the American Geriatrics Society. Vol 56 pp1328–1332,

Walsh, M. (2011) Narrative pedagogy and simulation: Future directions for