首页> 外文期刊>International journal of gaming and computer-mediated simulations >Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence,Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations
【24h】

Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence,Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations

机译:挑选虚拟患者:如何利用人工智能,游戏技术和声音教育实践来创建引人入胜的角色扮演模拟游戏

获取原文
获取原文并翻译 | 示例
       

摘要

Since Dr. HowardBarrows (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer, 1966). With the now ubiquitous use of computers in medicine, interest and effort have expended in the area of Virtual Patients (VPs). One problem in trying to understand VPs is that there are several quite distinct educational approaches that are all called a 'virtual patient.' This article is not a general review of virtual patients as current reviews of excellent quality exist (Poulton & Balasubramaniam, 2011; Cook & Triola, 2009). Also, research that demonstrates the efficacy of virtual patients is ample (Triola, et ai, 2006). This article assesses the different kinds of things the authors call "virtual patients", which are often mutually exclusive approaches, then analyzes their interaction structure or 'game-play', and considers the best use scenarios for that design strategy. This article also explores dialogue-based conversational agents as virtual patients and the technology approaches to creating them. Finally, the authors offer a theoretical approach that synthesizes several educational approaches over the course of a medical encounter and recommend the optimal technology for the type of encounter desired.
机译:自从1963年HowardBarrows博士(1964年)引入人类标准化患者以来,一直在尝试对患者的遭遇进行计算机模拟。首先是使用在线PLATO系统进行心脏病发作模拟(Bitzer,1966)。随着计算机在医学中的普遍应用,在虚拟患者(VP)领域的兴趣和努力已经得到了发展。试图理解VP的一个问题是,有几种截然不同的教育方法都被称为“虚拟患者”。本文并非对虚拟患者的一般性评论,因为目前存在对优质患者的评论(Poulton&Balasubramaniam,2011; Cook&Triola,2009)。而且,证明虚拟患者的功效的研究是充足的(Triola等,2006)。本文评估了作者称为“虚拟患者”的各种事物,这些事物通常是互斥的,然后分析其交互结构或“游戏玩法”,并考虑该设计策略的最佳使用方案。本文还探讨了作为虚拟患者的基于对话的对话代理,以及创建它们的技术方法。最后,作者提供了一种理论方法,该方法综合了一次医学相遇过程中的几种教育方法,并针对所需的相遇类型推荐了最佳技术。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号