Designing a Serious Game for General Practice Management


Strien Jan Batenburg Ronald Dalpiaz Fabiano
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

General practitioners (GPs) have to professionally manage their practice. Studies on the quality of GP educational programs revealed that the majority of GP students are dissatisfied with what they learn about running an own general practice. They learn mostly theory from textbooks as opposed to hands-on experience. The new-generation GPs are raised digitally and need more modern learning methods. In this paper, we study the use of serious games to bridge this educational gap. First, we present the RIDEVA serious game design framework that expands existing literature and stresses the importance of mapping intended learning outcomes into formal and dramatic game elements. Second, we develop a prototype game for general practice management in the Dutch context to demonstrate and evaluate our design framework. The results obtained indicate that our serious game design has potential to bridge the educational gap, but also show room for improvement.

 

Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education


Harteveld Casper Folajimi Yetunde Sutherland Steven C
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Although educational games have much promise across domains, their use is not widespread due to a lack of dissemination. This lack, combined with the development costs, has led us to identifying a different approach to educational games to increase adoption of games in education. Based on the reflection of two cases, where each tried in its own way to deal with the challenges of current educational game design, we introduce an approach called sustainable life cycle game design, inspired by the cradle-to-cradle® model for product manufacturing without waste. This approach emphasizes mixing existing games and educational activities into the design, mixing the game development with education, and developing with the goal of mixing new games in the future.