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Dive into the research topics where Adam Dubrowski is active.

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Featured researches published by Adam Dubrowski.


Proceedings of the First International Conference on Gameful Design, Research, and Applications | 2013

The missing piece in the gamification puzzle

David Rojas; Bill Kapralos; Adam Dubrowski

Gamification, that is, employing game design elements to non-gaming applications to make them more fun, engaging, and motivating, has been growing in popularity and is seen in a large number of contexts. In this paper we present a framework that seeks to provide investigators with guidelines for the implementation of gamification. The proposed framework is an adaptation of a framework proposed by the Medical Research Council in 2000, and has been extensively applied to research in health services, public health, and social policy related to health. The use of this framework within the gamification field may help make gamification a more controlled intervention that can be documented, and evaluated, with replicated outcomes amongst differing contexts.


Medical Education | 2015

Operationalising elaboration theory for simulation instruction design: a Delphi study.

Faizal A. Haji; Rabia Khan; Glenn Regehr; Gary Ng; Sandrine de Ribaupierre; Adam Dubrowski

The aim of this study was to assess the feasibility of incorporating the Delphi process within the simplifying conditions method (SCM) described in elaboration theory (ET) to identify conditions impacting the complexity of procedural skills for novice learners.


The Visual Computer | 2015

Effects of sound on visual realism perception and task performance

Brent Cowan; David Rojas; Bill Kapralos; Fuad Moussa; Adam Dubrowski

Before the application of virtual simulations and serious games for surgical education and training becomes more widespread, there are a number of open questions and issues that must be addressed including the relationship between realism, multi-modal cue interaction, immersion, and knowledge transfer and retention. Using the serious game surgical cognitive education and training framework developed specifically for cognitive surgical skills training, here we examine the effect of sound on visual realism perception and task completion time while performing a task within a virtual environment. Our preliminary experimental results indicate that the appropriate use of sound can lead to performance improvements when performing a task within a virtual environment without a corresponding decrease in the perception of visual realism.


international conference on advanced learning technologies | 2014

Gamification for Internet Based Learning in Health Professions Education

David Rojas; Bill Kapralos; Adam Dubrowski

The main aim of this paper is to analyze the existing Internet-based learning (IBL) literature as it pertains to health professions education to draw on common interpretations, and to propose a framework to implement IBL within the area of health professions education. Central to our approach is the incorporation of gamification within IBL to promote greater levels of engagement and motivation and thus enhance the learning experience.


international conference on advanced learning technologies | 2014

A Serious Game for Medical-Based Cultural Competence Education and Training

Mirza Beig; Alex Mayer; Chris Chan; Bill Kapralos; Adam Dubrowski

Here we present a novel multi-player serious game for the purpose of cultural sensitivity competence training aimed at healthcare providers and trainees. The serious game allows for a wide variety of realistic culturally sensitive scenarios to be easily created and simulated.


quality of multimedia experience | 2015

The effect of sound on visual realism perception and task completion time in a cel-shaded serious gaming virtual environment

David Rojas; Brent Cowan; Bill Kapralos; Karen Colllins; Adam Dubrowski

Here we investigate the effect of sound on the perception of visual realism and the time required to complete a simple navigation-based task within a serious gaming (virtual) environment under various sound and visual conditions. Results indicate that the perception of visual realism and task completion time can be affected by sound. Designers and developers of serious games (and virtual environments in general) should be aware of the effects of sound on a users perception of the visual scene and on task completion time, and they should thus ensure that sound is carefully considered when creating such environments.


international conference on information intelligence systems and applications | 2015

Interprofessional critical care training: Interactive virtual learning environments and simulations

Adam Dubrowski; Bill Kapralos; Kamen Kanev; Michael Jenkin

Interprofessional critical care training (ICCT) is an important activity that helps develop and formalize an understanding of the roles, expertise, and unique contributions attributed to members of multi-disciplinary teams in critical situations. Such training is of particular importance for teams that operate under tight time constraints in highly stressful conditions, such as that found in medicine. Here we describe our first steps towards developing a virtual learning environment (simulation) specifically aimed at ICCT for pediatric critical care teams. Our virtual learning environment employs a tabletop computing platform with novel image-based sensing technologies to enable collaboration and interaction amongst a group of trainees while promoting a learner-centric approach where the simulation is tailored specifically to the needs of each trainee.


BMC Research Notes | 2015

Program directors' perceptions of importance of pediatric procedural skills and resident preparedness.

Zia Bismilla; Adam Dubrowski; Harish Amin

BackgroundThe Royal College of Physicians and Surgeons of Canada (RCPSC) objectives for training in pediatrics include 26 procedural skills, 11 of which are included in the final in-training evaluation report (FITER). The importance of each procedure for practice and the preparedness of pediatric residency graduates to perform these procedures are not known.MethodsA questionnaire was distributed to all pediatric residency program directors and members of the RCPSC Specialty Committee in Pediatrics (Nxa0=xa021) in October 2010, requesting them to rate the perceived importance and preparedness of graduating pediatric residents in all procedural skills on a 5 point Likert scale, as well as the presence of a curriculum and documentation for each procedure. Mean importance and preparedness were calculated for each procedure.ResultsResponse rate was 16/21 (76xa0%). Perceived preparedness was significantly lower than importance for the majority of procedures (pxa0<xa00.05). Ten procedures had a high mean importance rating (>3) but a low mean preparedness rating (<3). Presence of a curriculum and documentation for procedures varied across centers, and their presence was correlated with both perceived importance and preparedness (pxa0<xa00.0001).ConclusionsMany procedures in which pediatric residents are required to be competent by the RCPSC are felt to be important. Residents are not felt to be adequately prepared in several of the required procedures by the time of graduation. Procedures with high ratings of importance but low preparedness ratings should be targeted for curricular interventions.


Journal of Ultrasound in Medicine | 2018

Remote Mentoring of Point-of-Care Ultrasound Skills to Inexperienced Operators Using Multiple Telemedicine Platforms: Is a Cell Phone Good Enough?: Remote Mentoring of Point of Care Ultrasound

Andrew Smith; Reuben Addison; Peter Rogers; Jordan Stone-McLean; Sarah Boyd; Kristopher Hoover; Megan Pollard; Adam Dubrowski; Mike Parsons

Telemedicine technology contributes to the teaching of point‐of‐care ultrasound (US); however, expensive equipment can limit its deployment in resource‐challenged settings. We assessed 3 low‐cost telemedicine solutions capable of supporting remote US training to determine feasibility, acceptability, and effectiveness. We also explored the value of instructional videos immediately before telementoring.


Multimedia Tools and Applications | 2017

The effects of stereoscopic 3D on knowledge retention within a serious gaming environment

Mina Tawadrous; David Rojas; Bill Kapralos; Adam Dubrowski

We present the results of an experiment that investigated the effects of stereoscopic 3D viewing on knowledge retention with respect to a spatial interactive task within a serious game that was designed for fire safety training. Participants were trained to identify the safe distance to remain from a (virtual) fire in both stereoscopic 3D and non-stereoscopic 3D contexts. After a 24xa0h period, they were then tested to determine whether they retained the information that they were taught. Contrary to prior work that suggests stereoscopic 3D has an impact on knowledge retention, our results indicate no significant difference between knowledge retention in a stereoscopic 3D versus a non-stereoscopic 3D interactive environment. Although greater work remains to be done and no firm conclusions can be made regarding the use of stereoscopic 3D, our results have shown that stereoscopic 3D does not always lead to greater performance. Our results have implications for designers of serious games; the discussion and decision to use stereoscopic 3D should be incorporated early in the design phase and there should be some consideration placed on individualized calibration of stereoscopic 3D settings.

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Bill Kapralos

University of Ontario Institute of Technology

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Brent Cowan

University of Ontario Institute of Technology

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Fuad Moussa

Sunnybrook Health Sciences Centre

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Alex Mayer

University of Ontario Institute of Technology

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Chris Chan

University of Ontario Institute of Technology

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Faizal Haji

University of Western Ontario

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