title: Serious games in the classroom: gauging student perceptions.
abstract: Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminished operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.
authors.affiliation: Faculty of Business and Information Technology, and Health Education Technology Research Unit, University of Ontario Institute of Technology, Canada.
authors.forename: Bill
authors.initials: B
authors.lastname: Kapralos
authors.forename: Sayra
authors.initials: S
authors.lastname: Cristancho
authors.forename: Mark
authors.initials: M
authors.lastname: Porte
authors.forename: David
authors.initials: D
authors.lastname: Backstein
authors.forename: Alex
authors.initials: A
authors.lastname: Monclou
authors.forename: Adam
authors.initials: A
authors.lastname: Dubrowski
mesh_terms: D002170:Canada; D003194:Computer-Assisted Instruction / Q000706:statistics & numerical data*; D018961:Educational Technology / Q000379:methods*; D013334:Students / Q000706:statistics & numerical data*; D013663:Teaching / Q000379:methods*; D018910:Video Games / Q000706:statistics & numerical data*