Thursday, February 6, 2014

Using Re-Mission 2 for Medical Interpreter Training



Re-Mission 2 (http://www.remission.net/) is a game which features Roxxi, a nanobot that shoots in 3D through twenty challenging levels as the player journeys through the bodies of young cancer patients. This game was designed to help players increase their knowledge about and empower their ability to manage cancer (Cobb, 2008, April 18). One of the benefits that this game offers is through the specialized knowledge that the developers utilized by calling on scientific and medical consultants. Additionally, short-term, mid-term and long-term goals continuously engage the learner through successfully attaining higher levels of success throughout the game as Tom Chatfield (TED, 2010) recommends. Constant feedback is evidenced through the shooter’s actions in attempts to kill cancerous cells through targeted treatment modalities.
In my professional experience, I would use this game to help develop and enhance the specialized vocabulary of medically trained interpreters to meet the needs of patients and providers in an oncology care setting. The purpose of this would be to expose interpreters to the lexicon and to develop a working glossary of specialized terms. After each interpreter trainee has developed a glossary of oncological terms, I would give them a time to interact with each other to compare and contrast their glossaries. I would then finish by leading a discussion on oncology by asking probing questions that would further enhance their acquired knowledge on each cancer, its treatments, and key medical staff.


References
Cobb, J. (2008, April 18). Mission to learn: 26 learning games to change the world [Blog post]. Retrieved from http://www.missiontolearn.com/2008/04/learning-games-for-change/
TED (Producer). (2010). Tom Chatfield: 7 ways games reward the brain [Video file]. Retrieved from http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.html (approximate length: 16 minutes)  © TED Conferences, LLC

1 comment:

  1. Thank you for bringing this game to my attention. This is a great example of how technology can be used to help empower people and allow them to take control of their life and learning in new ways.
    Furthermore, your description of how you would incorporate this into your own teaching elucidates collaborative learning techniques that promote life long and deeper level learning.
    Thank you,
    Veronica

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