Volume 12, Number 17, October 2022
Reconfigurable Gamification Platform for the Autonomous Learning of Low Value Medical Practices
Authors
César Fernández1, María Asunción Vicente1, Susana Lorenzo2, Irene Carrillo1 and Mercedes Guilabert1, 1Miguel Hernández University, Spain, 2Hospital Universitario Fundación Alcorcón, Spain
Abstract
Failure to follow do-not-do recommendations (also known as low-value practices) is one of the
causes of the lack of quality care in all health systems in all countries. Healthcare professionals
must be provided with information about these low-value practices that are still frequently
performed and their implications for patients and the healthcare system.
Continuous education is a key factor in this scenario, so that health students, health
professionals, and even patients are kept updated with the main do-not-do recommendations.
Gamified platforms are one of the most valuable options for continuous education, as they
combine learning efficiency with a high level of engagement for the students. Besides, the
effectiveness of gamification platforms can be improved by adding artificial intelligence
techniques.
In this paper, a novel gamified platform focused on improving knowledge about low-value
practices is proposed. AI techniques, as well as NLP tools are used to optimize the effectiveness
of learning by adapting the platform to each user, at an individual level. Besides, the
engagement of students is encouraged by their participation in a common project, namely the
creation of a specialized dictionary for do-not-do terms.
Hardware development is currently in progress. A basic gamification platform has already been
developed for the two main mobile operating systems. Developing IA and NLP techniques to
analyse the training outputs and make the platform adaptable to each student is progressing.
The proposed learning tool can significantly improve healthcare quality and be applied to many
other learning fields, particularly when continuous training is required.
Keywords
Low-value practices, Do-not-do, Gamification, Artificial Intelligence, Natural Language Processing, Transformers.