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WSVA8-0025
ONCOLOGY - ONCOSURGERY
INGNEOSATM: GAMIFICATION IN SMALL ANIMAL ONCOLOGY FOR VETERINARY UNDERGRADUATES
G.T. Selvarajah1, W.M. Shaik Mossadeq2, M. Mazlan2, R. Yaakob3, Y.Y. Jusoh3, I. Ahmad3
1Universiti Putra Malaysia, Department Of Veterinary Clinical Studies, Serdang, Malaysia
2Universiti Putra Malaysia, Faculty Of Veterinary Medicine, Serdang, Malaysia
3Universiti Putra Malaysia, Faculty Of Computer Science And Information Technology, Serdang, Malaysia
INTRODUCTION
Educational games in digital learning environment has increasingly important role in the veterinary curriculum. InGNeoSATM 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
InGNeoSATM 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
InGNeoSATM 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 require specific login information which enable 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
InGNeoSATM is a useful tool to facilitate learning in small animal oncology in the DVM curriculum. This game
make student centered learning fun, time saving, visually appealing, reduce 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!
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