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mStikk - A Mobile Application for Learning Phlebotomy

2019 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)(2019)

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Abstract
This paper presents the design and development of a mobile application aimed for use by students for learning phlebotomy, the venous blood sampling procedure. mStikk was created to provide an engaging learning experience for undergraduate Biomedical Laboratory Science (BLS) students, even outside of the classrooms. BLS students need to have great proficiency in this procedure, as they need to frequently perform it in their everyday work life and as errors have a major impact on diagnostic accuracy of laboratory results. Through this application, the user can access the underlying theory and play a digital interactive version, a simulation of the procedure. In order to provide engagement for repeated use, gamification elements were applied. According to preliminary user evaluations, mStikk provides added value for BLS students and can be used to support a blended learning approach. Through illustrating and discussing issues influencing the development and use of mStikk in a broader perspective, the vision is to define lessons for technology development and acceptance influencing learning for BLS students.
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Key words
Serious games,blood sampling,blended learning,web applications,gamification,biomedical laboratory scientist
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