Resus Days

Practice Saving Lives While Playing a Game

Resus Days is a resuscitation game to help healthcare professionals practice some quick-thinking needed for care of cardiopulmonary emergencies. Using gamification to deliver a simulation game for cardiopulmonary resuscitation. Check the below resources, the first level is free to try it out.

The Blurb

Rehearse life-saving decision-making in a fun, game environment. Resus Days is a simulation game for healthcare professionals to practice some quick-thinking needed for care of cardiopulmonary emergencies. You are the team leader in the resuscitation team. Your task is resuscitate the patient until he is back to a normal heart rhythm (normal sinus rhythm). The game includes 7 levels covering cardiac arrest, bradycardia, tachycardia, and simulated megacode. The first level (cardiac arrest) is free to play. If you like it, an in-app purchase will unlock six additional levels.

Keywords: #resuscitology #gamification

The game homepage is:




Minecraft & Gamification

Now I am not a gaming person but for skills of the future I have decided for my own personal development, that my aims for the coming 12- 24 months are to engage in gaming environments (Minecraft to start) and also learn some basic coding skills. Hopefully you find these resources useful when starting out, if you know of any others please post them in the comment section at the bottom of this post. When I somehow find some spare time to commence coding I will create a post with links to any of the resources I have used (I aim to learn using open access resources so it will all be free).

For those in school education, there is also a Minecraft Education edition that promotes an online world with collaboration and problem-solving in an immersive environment.

Keywords; gaming, immersive, problem-solving, collaboration, Minecraft.


DigMinecraft (2017) Getting started in Minecraft.

Minecraft (2017) Minecraft Official Site.

Minecraft Education Edition (2017) What is Minecraft Education.

Wikipedia (2017) Minecraft.

Gamification In Nurse Education

Educational Need for Gamification?

“a motivated learner can’t be stopped” (Prensky, 2003, pg. 1).

“Unfortunately, in this day and age much of the content that needs to be learned by students is not directly motivating to them and the word ‘boring’, or one of its politically correct synonyms such as ‘dry’ and ‘technical’ often crosses their lips – whether the learners be in school, college, corporations, professions, or even the military” (Prensky, 2003, pg. 1).

Benefits of Gamification

  • Goal orientated learning.
  • Fun.
  • Motivates.
  • Captures interest.
  • Problem solving.
  • Opportunity to design and create (coding).
  • Can create friendly competition.
  • Incentives.
  • Badges for achievement.
  • Safe environment to explore, succeed and importantly fail.
  • Provides timely feedback.
  • Social learning.
  • Scaffold learning as progress through a game.
  • Learning is visible.
  • Develops learner for higher IT skills.
  • Tracking and analytics (especially for the educator).

Gamification Examples for Adult Learners 

  • Pokemon Go
  • SICKO (Surgical decision-making from Stanford Uni)
  • Septris (Sepsis management from Stanford Uni)
  • Traffic Light Lets You Play Pong

Gaming Stats

  • In recent years, the video game industry has become the leading form of entertainment in terms of global total revenue.
  • In the United States, it surpassed the movie and music industries in 2005 and 2007, respectively, and in 2013, it is expected to exceed $76 billion globally.
  • More than half of Americans (58%) play video games, with an average of two gamers in each gameplaying household.
  • Forty percent of all gamers are female.
  • And contrary to popular belief that only teenagers play video games, 49% of gamers are between ages 18 and 49.3.
  • Only 25% of gamers are under 18, and 26% of gamers are over age 50; the average gamer spends 13 hours a week playing video games.

(Tsui, Lau & Shieh, 2014)

Gamification for Nurses? 

The digital citizen and digital nursing student are now among us and so we need to consider if the nursing workforce are ready for gaming as part of their ongoing educational needs? The data above shows age and sex aren’t major factors in what is likely a presumed male dominated educational approach. So it’s time to develop and engage in gamification and measure the effectiveness for nursing education.

Keywords: Gaming, gamification, play, learning, networking, human mind.

Relevant Posts:


Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.

Mesko, B. (2016) Tips For How To Use Web 20 In Medicine (2007)

Tsui, J., Lau, J., & Shieh, L. (2014). Septris and SICKO: implementing and using learning analytics and gamification in medical education. Educause, March.

Graafland M, Schraagen JM, Schijven MP. Systematic review of serious games for medical education and surgical skills training. Br J Surg. 2012 Oct 1;99(10):1322–30.


The Art and Science of Game Based Learning Infographic

Gaming: A Solitary Existence?

If we think of gaming for education purposes we think of World of Warcraft or a recreation of a hospital setting and the ability to interact and train in a safe environment. The learner can be immersed in this experience, and with virtual reality increasing in its development the potential is fast approaching for mainstream education opportunities.

Here it is….. the but. Is this method of training too isolated? If we think back to childhood games (maybe go back a generation or so, depending on your age) and the level of team play and interaction that was involved. Today the experience can be recreated but in a potentially isolating setting, and with a loss of real human interaction and managing the relationships that occur in day-to-day life could be missing in gaming. People are just unpredictable and the question is: how is this unpredictability recreated in a gaming situation for healthcare professionals?

“There is no right decision in life, because every decision we make is new and unpredictable.”  by M.F. Moonzajer

This need to network and connect for deeper learning must not be forgot in the advance of technology. Tacking in technology to a learning program will likely be a novelty, it needs to be embedded into the pedagogy.

“We’re stupid in dozens and dozens of ways. But human minds are plug-and-play devices; they’re not meant to be used alone. They’re meant to be used in networks” James Gee (Arizona State University). Games allow us to do that – they allow us to use what Gee calls “collective intelligence.” Collectively, we’re not so stupid.”

Keywords: Gaming, gamification, play, learning, networking, human mind