Virtual Universe and Gamification. 4 keys to In-game learning. VR Learning in the education trajectory of the Future for the NEXT generation.

Inna Bond
4 min readJun 5, 2022

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Authors: Inna Bond & Shimo Henry & Erick Msolla & Fred Muragwa

Digital life: a view from two continents. Europe and Africa.

Two continents, one digital trajectory of future technologies.

Digital life from Cote d “Ivoire.

Creating new technological trends and modeling digital tools, technological solutions for a new educational trajectory, we think about the keys or goals of each of these elements of the technological environment.

Gamification, as an independent educational technology, is ideally realized in Virtual Reality (VR).

Of course, Virtual Reality (VR) is the game, 100 percent is the communication technology of the new Digital Age. The very immersion in a complex medical subject of study is exciting and fun. Even if this medical simulator is for training Сardio Pulmonary Resuscitation (CPR).

Gamification is the addition of game mechanics to a process to make it more engaging and to motivate a person to complete and/or repeat an action.
You need to understand that we are not talking about creating games for business or education, just as it is not about creating something from scratch. Rather, it is about enhancing the effect of an already existing process. The goal of gamification is to influence behavior and reward participation.

A group of students of the Medical University of Almaty. In-game learning. VR Medica & MEDIKA project.

Gamification always.
Gamification is used in everyday life without us realizing it. For example, a bonus card in a store with gradually opening discount levels is an element of gamification. Or, Gamification is your website profile completion bar that encourages you to enter more details, or flashy stats and achievements on your favorite fitness app that give clear indicators of your progress and encourage continued use.

Our group of medical students from Almaty is following with great interest exactly the achievements in doing the VR trial, in our case, the study of the medical course. We, as developers of a new digital tool in a virtual reality environment for medical education, did not set the task of competition between students during training. They themselves joined the game, following the nature of competition inherent in every person at birth.

VR Medica & Medika project. Screenshot of VR Module General Radiography

The synergy of the key 4 new types of education of the Generation NEXT makes digital transformation as effective as possible, creating something new in the usual. Medical education in the first place, given the conservative approach of academic medicine on the one hand and the urgent need of civilization for rapid digital transformation. We are confidently talking about these trends in two continents — Europe and Africa.

4 Key

In-game learning methods through wearable devices.

New educational technologies using apps and wearable devices. State and status management training programs, behavior assessment and community data aggregation, environment behavior measurements. The method immerses a person at once in three statuses of time. The assessment of the present state has not only the “shadow” of the past, but also the “silhouettes” of the future, predicted by the AI component.

Encounter in time. Raija Jokinen, Helsinki, Finland.

3 Key

In-game learning. Happy meet VR Learning!

Who is participating:

  • Game technicians. Real man who live or work in two worlds at the same time: real and virtual
  • Game teachers implementing the game in the virtual reality environment in education
  • Experts in the field of cognitive processes
  • Gamifiers, development of game scenarios not for gaming activity. In our case, for medicine
  • Game Masters, Scenario and Story Designers
  • Game mechanics
  • VR programmers and developers
  • Analysts, methodologists of interactive and gamified, VR education.
  • Master characters or heroes.
  • Live NPCs!

2 Key

Training inside real projects, mixed type.

New game environments in a realistic environment. We do not create new master characters or heroes, we immerse our hero (student) in the game environment for awareness and the first experience of getting to know different situations. We do not turn real resuscitation into a playing field, but use the game component for the purpose of high memorization of knowledge.

For example, VR Medica & MEDIKA, VR Module — “Verticalization of a patient with a stroke”. In a realistic hospital ward, there are patients with all types of stroke. The game scenario classifies stroke patients into an educational method outline, or how to study and predict stroke and stroke resuscitation needed. Realistic environment will show the whole world medical practice.
AI / ML component add new classifications and types, predicting patient therapy.

1 Key

Mixed education. mixed online-offline content.

Technology for the development of standard communication and educational Platforms that connect all technological tools and environments. Real and virtual. Virtual, it is already difficult to call not real, rather, environments in a different type of dimension.
In the same real key, already today in our understanding and for our brain.

Join MEDIKA Team to create a virtual universe!

INNA BOND, Europe, VR Medica.

SHIMO HENRY, Africa, Medika.

ERICK MSOLLA, Africa, Medika

FRED MURAGWA , Africa, Medika

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