title: The use of digital games and simulators in veterinary education: an overview with examples.
abstract: In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The different types of game-based learning (GBL)-varying from simple interactive computer board games to more complex virtual simulation strategies-will be discussed as well as the benefits, possibilities, and limitations of the educational use of games. The real breakthrough seems to be a few years away. Technological developments in the future might diminish the limitations and stumbling blocks that currently exist. Consequently, educational games will play a new and increasingly important role in the future veterinary curriculum, providing an attractive and useful way of learning.
authors.affiliation: Utrecht University, Utrecht, the Netherlands.
authors.forename: M H
authors.initials: MH
authors.lastname: de Bie
authors.forename: L J A
authors.initials: LJ
authors.lastname: Lipman
mesh_terms: D001292:Attitude to Computers; D004520:Education, Veterinary / Q000379:methods*; D006801:Humans; D007858:Learning; D016544:Patient Simulation; D018794:Problem-Based Learning / Q000379:methods*; D013664:Teaching Materials; D014584:User-Computer Interface; D018910:Video Games