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dc.contributor.authorFrøland, Tord Hettervik
dc.contributor.authorHeldal, Ilona
dc.contributor.authorSjøholt, Gry
dc.contributor.authorErsvær, Elisabeth
dc.date.accessioned2020-11-27T13:41:03Z
dc.date.available2020-11-27T13:41:03Z
dc.date.created2020-08-29T13:25:05Z
dc.date.issued2020
dc.identifier.citationFrøland, T. H., Heldal, I., Sjøholt, G., & Ersvær, E. (2020). Games on mobiles via web or virtual reality technologies: How to support learning for biomedical laboratory science education. Information, 11(4), 195.en_US
dc.identifier.issn2078-2489
dc.identifier.urihttps://hdl.handle.net/11250/2689971
dc.description.abstractSimulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better understanding of introducing new SSGs to a non-computer related educational environment—biomedical laboratory science (BLS) education. By following the choice, construction, and evaluation of a gamified app for practicing phlebotomy (StikkApp), not only the usefulness of the application, but also the general needs and possibilities for supporting SSG applications, are discussed. This paper presents the evaluation of StikkApp through an experimental study examining its use on mobile devices, as a web app and by discussing challenges for a corresponding virtual reality app by BLS students and their teachers. This evaluation focused on questions concerning usage scenarios, technologies, and how the design of the app can be aligned to learning goals necessary for education. By discussing these requirements and possibilities for apps and technology support for using SSG apps for BLS students, this paper contributes to a better understanding of using digital support for sustainable education.en_US
dc.language.isoengen_US
dc.publisherMDPIen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectgame-based learningen_US
dc.subjectbiomedical engineeringen_US
dc.subjecteducationen_US
dc.subjectphlebotomyen_US
dc.subjectevaluation of educational gamesen_US
dc.titleGames on mobiles via web or virtual reality technologies: How to support learning for biomedical laboratory science educationen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2020 by the authorsen_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280::Fagdidaktikk: 283en_US
dc.source.pagenumber1-16en_US
dc.source.volume11en_US
dc.source.journalInformationen_US
dc.source.issue4en_US
dc.identifier.doi10.3390/info11040195
dc.identifier.cristin1825890
dc.source.articlenumber195en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Except where otherwise noted, this item's license is described as Navngivelse 4.0 Internasjonal