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Chapter 18 - Development Methods

Virtual Dental Implant Trainer

Published online by Cambridge University Press:  05 May 2015

Robert E. Waters
Affiliation:
BreakAway Games
Jennifer McNamara
Affiliation:
BreakAway Games
Ed Fletcher
Affiliation:
BreakAway Games
Isaac Jeppsen
Affiliation:
Engaged Learning
Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
Susan L. Coleman
Affiliation:
Intelligent Decision Systems, Inc.
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Summary

Abstract

This chapter shares details about the design and development of the Virtual Dental Implant Trainer (VDIT) learning game created for the Medical College of Georgia. The design and development team introduces the program by sharing the instructional goals of the learning game, basic design concepts, and development constraints. The chapter then highlights successes and discusses issues the team encountered during the design and development of the VDIT learning game. The emphasis is on sharing our experiences to help future organizations interested in creating or procuring learning game products learn from our example. Despite the issues, the team was able to minimize their impact and happily report that the game has been successfully created, tested, and delivered to the Medical College of Georgia for use in the affiliated dental school programs. The chapter closes with actionable recommendations for learning game design teams to help ensure delivery of successful game products.

Introduction

The purpose of the Virtual Dental Implant Trainer (VDIT) project was to create a game-based simulation training tool to allow students to practice dental implant decision making during their free time. Nobel Biocare, a globally recognized maker of dental implant tools and hardware, through its partnership with the Medical College of Georgia (MCG), commissioned our team to design VDIT as a downloadable or CD-driven software package that could be distributed to medical students through its network of accredited schools and businesses.

Type
Chapter
Information
Design and Development of Training Games
Practical Guidelines from a Multidisciplinary Perspective
, pp. 437 - 450
Publisher: Cambridge University Press
Print publication year: 2014

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References

Fullerton, T. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games Second Edition. Burlington, MA: Elsevier, Inc.Google Scholar
Schell, J. (2008). The Art of Game Design: A Book of Lenses. Burlington, MA: Elsevier, Inc.Google Scholar
Schwaber, K., & Beedle, M. (2002). Agile Software Development with Scrum. Upper Saddle River, NJ: Prentice Hall, Inc.Google Scholar

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