What features can we expect to see in the MedEdQR application in the future? Gamification / Goal Setting.
Happy New Year to all, and I hope the new year brings you great joy. I also hope that the MedEdQR Virtual Patient platform is part of that joy. When I talk to clients and potential clients, the question of where the platform is going in the future often comes up. I try to give some hints in these newsletters by outlining current feature updates and upgrades in the “Version” section, but what about in the long term rather than just the short term? So here are a few features that we have on our development roadmap – no time frame implied.
- Gamification / Goal setting
- Case metadata
- Template media type
- URL media type
- User metadata
- Competency / Entrustable Professional Activities
- Case Preview in Web-app
- Enhanced reporting
- Learner portal
In order to give justice to each of these potential new features, I will cover only one or two new features a month over the next few months. This month let’s look at Gamification.
Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements to improve user engagement, flow, learning, ease of use, usefulness of systems, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.
Gamification techniques are intended to leverage people’s natural desires for learning, mastery, competition, and achievement. Gamification strategies often use rewards for players who accomplish desired tasks. Types of rewards include points, achievement badges or levels, or the filling of a progress bar. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. By introduction gamification concepts we make learners into players which makes perfect sense since a virtual patient case is a puzzle – a form of gaming.
How might one or more elements of gamification be employed as to improve learner engagement, application usability and player learning? Our thinking is to add the ability for the Case Builder (CB) to specify if viewing a case element (e.g. page, media element, physical exam, or lab test) by a learner is on the clinical reasoning critical path – i.e. the “goal”. Once defined, when a learner engages the case on their mobile device, a progress meter would actively show how well they are doing with regards to viewing and acting on case elements that are on the critical path – the “goal” (See graphic example). To extend this even further, it may be possible to setup multiple goals for a case such as “best treatment”, or “least cost treatment” – goals that might be incompatible or misaligned like the two used as examples. In this case it could be possible to have more than one progress meters or to have some other way to show the progress toward multiple goals.
So give the MedEdQR platform a try. If it has been a while since you saw a demonstration of the MedEdQR platform, or if you have not experienced a demonstration yet, we would be happy to show you how this platform can enhance your educational program. Click here to request a demonstration.
John Morris: CEO
 Excerpted from https://en.wikipedia.org/wiki/Gamification