InGNeoSA™: Gamification in Small Animal Oncology for Veterinary Undergraduates
World Small Animal Veterinary Association Congress Proceedings, 2018
G.T. Selvarajah1; W.M. Shaik Mossadeq2; M. Mazlan2; R. Yaakob3; Y.Y. Jusoh3; I. Ahmad3
1Department Of Veterinary Clinical Studies, Universiti Putra Malaysia, Serdang, Malaysia; 2Faculty Of Veterinary Medicine, Universiti Putra Malaysia, Serdang, Malaysia; 3Faculty Of Computer Science And Information Technology, Universiti Putra Malaysia, Serdang, Malaysia

Introduction

Educational games in digital learning environment have increasingly important role in the veterinary curriculum. InGNeoSA™ is an interactive e-gaming tool developed at the Faculty of Veterinary Medicine of Universiti Putra Malaysia to facilitate teaching and learning in small animal oncology.

Objectives

InGNeoSA™ is intended for final year DVM students. To play, students should have completed basic radiology, anatomy, physiology, canine and feline medicine and clinical pathology; histopathology and diagnostic imaging subjects which are relevant to clinical oncology.

Methods

InGNeoSA™ was developed using the Unity© 2017.1, online 2D application based on oncology cases presented to the University Veterinary Hospital of UPM. It is equipped with background music, score database and time management elements; and players can compete and rank by scores. This game requires specific login information which enables students to play and engage interactively at their convenience.

Results

There are 6 Gaming Rooms, which include CANCHIST (history of cancer, metastasis, terminologies), TUMBIOL (differentials, fundamental cancer biology), GUESS THE TUMOUR (images of animals with tumour and likely diagnosis), IMAGINE (puzzles on diagnostic imaging), HISCYTO (histopathology, cytology), and CHEMOX (clinical pathology, chemotherapy, toxicities). Each room has a total score of 100, which can be used as assessment.

Conclusions

InGNeoSA™ is a useful tool to facilitate learning in small animal oncology in the DVM curriculum. This game makes student centered learning fun, time saving, visually appealing, reduces utilization of printed materials in addition to tapping student’s affinity towards the use of media technology in learning oncology. Students found the game very colourful, informative, exhilarating and engaging!

 

Speaker Information
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G.T. Selvarajah
Department of Veterinary Clinical Studies
Universiti Putra Malaysia
Serdang, Malaysia


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