The Society for Simulation in Healthcare > Interest Groups > Serious Games-VE SIG
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Chair

Angela Robert

Angela Bio Photo 2018636649439057559503

Angela established her credentials as a software engineer at Scotiabank, IBM and Electronic Arts (EA). At EA she worked on more than 20 AAA console sports simulation video game titles in five years and was the Front End, Progression and Gameplay Development Director for award winning games Skate™ and Skate 2™.
From 2009-2014 Angela led the team to be the leader in Vancouver in delivering Enterprise Mobile Application Solutions with over 100 projects in various sectors.  In 2013 she discovered the world of Healthcare Simulation and combined the teams' Simulation Games background from Electronic Arts with the expertise of Co-creators of NeuroTouch, Dr. David Clarke and Dr. Ryan D'Arcy, that is now licensed by CAE Healthcare to create the PeriopSim digital simulation product that targets Operating Room Nurses.
She is an active voice in many trade associations as well as an active speaker and volunteer for women and girls in technology and STEM. Angela graduated from University of Waterloo with a Bachelor of Mathematics in Computer Science.
When she’s not inspiring and energizing everyone, Angela has learned Vancouver’s leading pass time, downhill skiing and creating disturbingly healthy smoothies.

 

Serious Games & Virtual Environments SIG

 

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Links
Games & Simulation for Healthcare Portal SimSingularity Nightingale Isle New World Clinician healthGAMERS Virtual Anesthesia Machine


 

Mission: To promote the use of serious games and virtual environments in healthcare education.

"Games have long been used as educational tools. The use of serious games in military and aircraft pilot training is well established. More recently, there has been increased interest in using serious games in healthcare education. Serious games can be used to complement a traditional curriculum by offering interaction not found in a textbook or powerpoint presentation. They can be used as part of a simulation curriculum to test for student strengths and weaknesses before bringing the student into the lab. They require much less personnel and maintenance than either traditional or simulation-based education and so may be suitable for teaching basic concepts before bringing students into the classroom or the simulation lab for more advanced lessons. These are just a few of the reasons why serious games have gathered so much attention. As serious game development becomes more accessible and serious games are developed to teach more healthcare concepts, we will continue to see growth in this field. "


 


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