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Game-a-ceuticals? Video Games as Learning Tools for Interventions, Assessment and Training | Video Games As Learning Tools Consulting, Culture, Cognition, Assessment, Research, and Media Production

Gamiceuticals?

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The eHealth Seminar Series welcomes

Brock Dubbels, PhD

Department of Computing and Software, McMaster University

 

 

Abstract:

Do games and play have a place as medical interventions? How can games and play inform designing instruction and assessment contexts? Can games and similar software design per- suade individuals towards healthier lifestyles and adherence? In this overview, research will be presented from studies and experimentation from laboratory and instructional settings as evidence for using games for accelerating learning outcomes, persuasion, medical inter- ventions, as well as professional development and productivity. Games offer individuals a learning environment rich with choice and feedback . . . not only for gathering information about learning, but scaffolding learners towards competence and mastery in recall, comprehension, and problem solving. The difficulty with games may be our view that games are a form of play, an undirected, frivolous children’s activity. In this presentation research and examples of games and play inspired activities will be presented for motivating learners, designing effective instruction, improving comprehension and problem solving, providing therapeutic interventions, aid- ing in work-place productivity, and professional development.

brock brainAbout the Presenter:

Brock Dubbels Ph.D.is an experimental psychologist at the G-Scale Game development and testing laboratory at McMaster University in Hamilton, Ontario. His appointment includes work in the Dept. of Computing and Software (G-Scale) and the McMaster Research Libraries.  Brock specializes in games and software for knowledge and skill acquisition, eHealth, and clinical interventions.

Brock Dubbels has worked since 1999 as a professional in education and instructional design. His specialties include com- prehension, problem solving, and game design. From these perspectives he designs face-to-face, virtual, and hybrid learn- ing environments, exploring new technologies for assessment, delivering content, creating engagement with learners, and investigating ways people approach learning. He has worked as a Fulbright Scholar at the Norwegian Institute of Science and Technology; at Xerox PARC and Oracle, and as a research associate at the Center for Cognitive Science at the Universi- ty of Minnesota. He teaches course work on games and cognition, and how learning research can improve game design for return on investment (ROI). He is also the founder and principal learning architect at  www.vgalt.com  for design, production, usability assessment and evaluation of learning systems and games.

 

And rumour has it, he has a sweet bike!

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