|Development of an augmented reality dispensary for competency training||Trainees will be competent in medication dispensing competencies such as packing an appropriate and accurate quantity of medications for patient||In line with SingHealth’s goal of achieving “Target Zero Harm”, as part of a compulsory safety competency framework, we need to train healthcare professionals in medication dispensing competencies.|
|Learning of middle ear and mastoid anatomy through virtual reality gaming||1. To learn middle ear and mastoid anatomy using immersive virtual reality flythrough
2. Incorporate serious gaming and embedded assessment||Visual-based methods are important in human learning to retain information. Research has shown that humans retain more information and can better apply what they have learnt after participating in virtual reality exercises. Virtual reality also allows users to understand situations in depth (normal anatomy, variants of normal and pathologies in this case) that they would otherwise rarely have contact with. |
|Use of augmented reality supported resuscitation games to teach decision making skills
in Paediatric Resuscitation||To teach and develop decision making skills in paediatric resuscitaiton||A game comprising 5 critical paediatric resusciation scenarios - where the player starts off on a journey to play as a doctor/nurse in the paediatric emergency resuscitation room. The player will have the opportunity to play the game which has 5 stages of incremental difficulty and timeline.|
|A Continuing Training Program in Enhancing the Skills and Learning Experience of Clinical Nurses in Managing Resuscitation by Incorporating Computerized Adaptive Testing (CAT) assessment||- Provide more realistic simulation experience for the trainees in their respective areas.
- Improve teamwork and inter-professional communication among doctors and nurses.||Currently, In-situ training has provided several positive outcomes in enhancing the knowledge and preparedness of the nurses in managing a patient during an emergency. The program ensures that nurses are ever prepared and ready to handle a medical emergency in the clinical setting so as to improve patient outcome and patient morbidity.|
|MRI safety in healthcare||Advocate MRI safety for various groups of healthcare workers that work with MRI||MRI Safety in healthcare settings|
|Acute Conditions & Emergencies in Primary Care Game||To use gamification to help Family Medicine (FM) residents learn to identify medical emergencies better||Single-player and multiplayer game as a mobile app. The game will pick random cases from a case bank and the players will be shown a case vignette with details of each case such as patient biodata, presenting complaint, associated symptons, vital signs and physical findings|
|To prevent trainers’ burnout from teaching Basic Cardiac Life support+ Automated External Defibrillation ||To cut down time and manpower in teaching BCLS||Learners expect to access the game are to meet OTOP, in-Class, Assigned Time on their own time. The Learners are to play the game as part of their professional license requirement. The games are expected to deliver engagement, practice, improved participantion and post-test knowledge.|
|(BCLS + AED)||1. Developed by a team at the National University of Singapore led by Prof Edmund Lee, the Virtual Integrated Patient (VIP) aims to bridge this gap in medical education, by generating realistic and dynamic virtual patients for medical education, training and practice.
2. Through this platform, they hope to encourage students towards a more naturalistic 'symptom-to-diagnosis' approach in their clinical engagement with patients.||Medical students, early career medical graduates and general practitioners have diminishing access to patients due to various reasons such as patients’ reluctance to be used as subjects, rarity of certain diseases, unpredictable patient admission to hospitals affiliated to medical schools, mismatch of the language of communication between the doctor/student and patients etc. |
|Changing stress mindset through Stressjam: A virtual reality game using biofeedback||The game really works in a variety of fields, in hospitals, people can play the game to make the wounds heal faster, but you can also use the game to offer a French course. Especially because the creation of new connections is so important when learning. Because you are helped to keep your mindset positive for stress, the game encourages a higher growth index (and thus the creation of DHEA). Your wounds heal faster, you make more new connections, you can handle the disadvantages of stressful events much easier and your immune system will work better.
||We have transformed the knowledge of this wonderful and ground breaking research into a serious game, so that you are literally immersed into a world in which you practice this positive mindset towards stress. We measure your stress condition and the VR world is always adapting to your particular state of the moment. Thus, you literally play the game with your own stress: your stress condition is your superpower. Jam with your stress, with great effects! |