Successful innovations in teaching have been implemented in many countries through simulated-based learning. However, this has not been the ideal option for local-based student cohorts in South Africa because of three main challenges:
1) connectivity issues for certain students,
2) lack of fun and excitement,
or 3) lack of infrastructure in current domains to enable an innovative approach. One way in which these challenges can be mitigated is through the adoption of gamification as a teaching strategy in healthcare and e-Learning.
Such an approach has been proven useful in medical teaching and is aligned with the fourth industrial revolution. Gamification or game development for this project is a design-based research approach that includes futuristic development perspectives. Patient case studies and scenarios are drafted and factors in the identification of various lab-based procedures commonly used in Biokinetics practice (such examples include the isokinetics machine for orthopaedic rehabilitation, the cycle ergometer for cardiorespiratory screening, the ECG for cardiac rehabilitation, and simple skills such as measuring heart rate and blood pressure).