Abstract
Serious games are one of the most content-rich forms of educational media, often combining high fidelity visual and audio content, novel interaction paradigms, and diverse pedagogic approaches. This article describes exploratory work towards identifying the key issues faced when repurposing serious games in order to enable their use and reuse in the same or different educational contexts. To address these issues, we propose a theoretical framework for the repurposing of serious games in medical education and in education in general. Two case studies based on the Climate Health Impact serious game are presented. These case studies demonstrate the ability to repurpose a serious game into new learning objects, covering two different paradigms of content repurposing - language and pedagogy.
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© 2010 International Federation for Medical and Biological Engineering
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Protopsaltis, A., Panzoli, D., Dunwell, I., de Freitas, S. (2010). Repurposing Serious Games in Health Care Education. In: Bamidis, P.D., Pallikarakis, N. (eds) XII Mediterranean Conference on Medical and Biological Engineering and Computing 2010. IFMBE Proceedings, vol 29. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-13039-7_244
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DOI: https://doi.org/10.1007/978-3-642-13039-7_244
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-13038-0
Online ISBN: 978-3-642-13039-7
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