TY - GEN
T1 - A virtual platform skin tears learning tool
AU - Depassier, Vincent
AU - Hevia, Heidi
AU - Torres, Romina
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - With the advance of technology video games became more realistic, with better graphics and accessible for all. With them gamification was inserted as a feature to push the boundaries of learning tools. In this work, a learning tool was developed, with a main focus on delivering a skin tears evaluation experience. The player will enter in an attention center where the user will be able to move freely and interact with an examination of several images in which will have to answer what's the correct type of image shown and categorize it correctly, whenever the user gets a correct answer he/she will receive points, if the answer is incorrect, no points will be granted, at the end of the activity the user will have an qualification depending on its choices. Results were promising. According to the validation performed with users, all of them thought that the tool was easy to use and agreed that the tool generates an engaging and learning experience.
AB - With the advance of technology video games became more realistic, with better graphics and accessible for all. With them gamification was inserted as a feature to push the boundaries of learning tools. In this work, a learning tool was developed, with a main focus on delivering a skin tears evaluation experience. The player will enter in an attention center where the user will be able to move freely and interact with an examination of several images in which will have to answer what's the correct type of image shown and categorize it correctly, whenever the user gets a correct answer he/she will receive points, if the answer is incorrect, no points will be granted, at the end of the activity the user will have an qualification depending on its choices. Results were promising. According to the validation performed with users, all of them thought that the tool was easy to use and agreed that the tool generates an engaging and learning experience.
KW - Gamification
KW - Learning tool
KW - Medicine
KW - Skin tears
KW - Virtual learning
UR - http://www.scopus.com/inward/record.url?scp=85123908087&partnerID=8YFLogxK
U2 - 10.1109/SCCC54552.2021.9650358
DO - 10.1109/SCCC54552.2021.9650358
M3 - Conference contribution
AN - SCOPUS:85123908087
T3 - Proceedings - International Conference of the Chilean Computer Science Society, SCCC
BT - 2021 40th International Conference of the Chilean Computer Science Society, SCCC 2021
PB - IEEE Computer Society
T2 - 40th International Conference of the Chilean Computer Science Society, SCCC 2021
Y2 - 15 November 2021 through 19 November 2021
ER -