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AnemiaAR: a serious game to support teaching of haematology.

Isabela BianchiCassiano J M StefaniPablo SantiagoAlexandre L ZanattaRafael Rieder
Published in: Journal of visual communication in medicine (2022)
Serious games can be suitable tools for educational support in different areas of knowledge, such as Medicine. These applications, combined with technologies like mixed and augmented reality, provide a differentiated user experience that can keep or improve the interest and motivation of students and teachers during the teaching and learning process. In this context, this study aimed to present the development of AnemiaAR, a mixed reality serious game to support the teaching of haematology, helpful for students and professors in the visualisation and presentation of anaemia concepts. Fourteen medical students from the University of Passo Fundo participated in a pilot study to evaluate the application, considering a sociodemographic questionnaire, a questionnaire based on the Technology Acceptance Model, and two modules of the Game Experience Questionnaire. The preliminary results were satisfactory, showing good acceptance and positive experience of the game, besides improvements. The study also pointed out differences in the game evaluation among participants, considering the prior experience in games, the previously attended haematology subject, and the time spent performing the game tasks.
Keyphrases
  • virtual reality
  • medical students
  • cross sectional
  • healthcare
  • patient reported
  • high school
  • working memory
  • case report