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INTRODUCTION TO GAME-BASED AND
VIRTUAL ENVIRONMENTS:
COMPLIMENTARY AND SYNERGISTIC
INTEGRATION INTO YOUR SIMULATION
CURRICULUM
Presenters/Authors: Eric B. Bauman, Parvati
Dev, Katie White, Wm. LeRoy Heinrichs, Gerald
Stapleton, Cindy Foronda
IMSH 2013 | Orlando, Florida
1
Eric B. Bauman, PhD, RN, Paramedic
Associate Director – Center for Simulation
Excellence, DeVry, Inc. Healthcare Group
Division Chief, EMS – Blooming Grove Fire Dept.
Managing Member – Clinical Palyground, LLC
Springer Publishing – Author
Adjunct Faculty – CAE Healthcare
Relevant Stock – CAE, Zynga, GE
Disclosure(s)
1
Cindy Foronda, PhD, RNAssistant Professor University of Miami – School of Nursing & Health Studies
A portion of this project was supported by funds from the Division of Nursing (DN), Bureau of Health Professions (BHPr), Health Resources and Services Administration (HRSA), Department of Health and Human Services (DHHS) under grant number D11HP19238, Nurse Education Practice and Retention, award amount of $721,912. The information or content and conclusions are those of the authors and should not be construed as the official position or policy of, nor should any official endorsement be inferred by, the DN, BHPr, HRSA, DHHS, or the US Government.
Disclosure(s)
1
Gerald Stapleton, MS
Director of Distance Education
University of Illinois School of Medicine, Department of Medical Education
Katie White, MD
Assistant Professor – Internal Medicine
University of Iowa Carver College of Medicine
University of Iowa Healthcare
Disclosure(s)
1
Parvati Dev, PhD
President and CEO – Innovation in Learning, Inc.
CliniSpaceTM
Wm. LeRoy Heinrichs, MD, PhD
Co-Founder and Executive Medical Director
CliniSpaceTM
Phil Bertulfo
Associate Director – Distance Education
University of Illinois, School of Medicine, Department of
Medical Education
Disclosure(s)
6
1. Learners will develop an understanding of
contemporary pedagogy and terminology related to
game-based learning and virtual learning
environments.
2. Learners will understand how game-based learning and
digital environments engage contemporary learners
and attend to the challenges associated modern clinical
education.
3. Learners will identify strategies and opportunities to
integrate game-based learning and digital
environments into their simulation curriculum.
Learning Objectives
7
Introduction to game-based and virtual
environments
Introduction to contemporary pedagogy and
terminology
Immersive play in virtual environments
Overview of Main Topics
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Game-Based Learning:
Learning that provides a system of rewards for
accomplishing specific tasks and objectives. Many
game-based learning environments also provide a
narrative to engage learners.
Digital Game-based platforms use virtual
environments to stage the game.
Not all virtual reality environments are game-based
Terminology
9
Virtual World:
an environment that hosts a synchronous digital environment, persistent network of people, represented as avatars, facilitated by networked computers (Bell, 2008).
Game-Based Environment:
An environment that provides a narrative and system of rewards for accomplishing specific tasks and objectives.
Game-based platforms use virtual environments to stage the game.
Not all virtual reality environments are game-based (Bauman, 2010, p.186).
Terminology
10
Avatar or Player Character:
The term avatar is originally from Greek mythology. The gods would take the shape of mortals in the form of human avatars to walk the earth. In video games and virtual environments, an avatar transcends two planes of existence: the real world and the in-world or virtual world. The avatar or player-character is the embodiment of the person playing the game. Players live in and interact with the virtual or game-based environment through their avatars. (Bauman 2010 p.183).
Non-Player Character:
In-world agents of and from the game or virtual environment. NPCsare a function of programming and do not exist outside of the game or virtual environment. NPCs are in-world characters that the players’ (learners’) avatars interact with. This term originated from paper-based role- playing games like Dungeons and Dragons. It is a narrower definition than bot; however, there is often a blurring between the definitions of bot and NPC (Bauman, 2010 p. 186)
Terminology
11
VOIP (Voice Over Internet Protocol)
Voice Over Internet Protocol. VOIP is most commonly know for applications like Skype or Magic Jack, where it is used in place of a traditional telephone line. VOIP is also used in a number of other applications including web-based game or virtual world environments.
Text-Based Communication Platform (i.e. in Second Life, Unity, Others)
Text-Based Communication Platforms allow for written communication to occur via the internet and other communication tools. Short Message Service (SMS) is the most widely used data application used in the world (3.6B users). While most commonly used in the mobile phone industry, texting is an often found and used tool in web-based virtual worlds and game environments
Terminology
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Experiential Learning (Kolb) Novice to Expert – Thinking-in-Action (Benner)
The quality of the clinicians decision making is influenced and improves over time based on previous experience within the profession
Thinking-on-Action& Thinking-in-Action (Schön)
Novices first learn to think on action reflecting on their past decision making process or experience.
Later as students move towards proficiency and expertise they are able to think-in-action because they have a stable of experiences to draw on. The practitioner engages in a form of internal talk-back as an experience unfolds
Pedagogy
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Situated Cognition
Socially Situated Cognition (Gee) Learning and eventually practice takes place in an inherently social context. The
how, why, perception of the learning space and eventual clinical space matters in terms of outcome
Designed Experience (Squire) Learning and evaluation take place as a function of performance
Created Space/Environment (Bauman) An environment that has been specifically engineered to replicate an actual existing
environment, producing sufficient authenticity and environmental fidelity to allow for the suspension of disbelief
Ecology of Culturally Competent Design (Games and Bauman) Addresses the rigors and challenges of accurately situating culture within virtual
environments using a four-element model that emphasizes the importance of activities, contexts, narratives, and characters
Pedagogy
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Digital Native vs. Digital Immigrant
Digital immigrant: Refers to those of us have adopted digital technology as adults or later in life. Not all digital immigrants were born prior to the wide spread adoption of digital media and devices. The concept of the digital immigrant may not always map to a generational context and can relate to people just encountering innovative digital technology (Presnsky, 201).
Digital native: Generally referring to those people who have always been part of the net (as in Internet) or digital generation. Digital natives are fluent in the language of the digital environment. They possess an innate sense of media literacy (Prensky, 2001).
Engagement Expectations
15
Juxtaposition among and between
Teachers and Students Today’s students/learners have a degree of technical and digital
literacy that generally far exceed that of their instructors
They have a host of expectations in how information
dissemination, presentation, and transfer will take place
Those institutions that fail to address these expectations will fail to
attract and retain the best and brightest students
Engagement Expectations
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Introduction to CliniSpace
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Introduction to OpenSim
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Lets Play – Immersive Experiences
Leveraging Virtual Simulation
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Mass triage or disaster simulation
Pre-post simulation for continuity
Electronic Health Record / documentation
Communication
Capstone
Clinical Visit
Clinical Visits
High-stakes testing
Intra and interdisciplinary collaboration
National and international education
Leveraging Virtual Simulation
.
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Enhance web-based instruction
Hybrid- in conjunction with mannequin-based
simulation
Entrance testing
Enhance lecture
Assignments
Simulation for clinical experiences difficult to
arrange (i.e. high risk pediatrics)
Virtual Environments to Compliment other
forms of Simulation
.
21
Virtual Environments to Compliment other
forms of Simulation
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©Bauman 2012 Rights Reserved
23
Benner, P., Tanner, C., & Chesla, C. (2009). Expertise in nursing: Caring, clinical judgment, and ethics. New York: Springer Publishing Company.
Bauman, E. B. (2012). Game-based Teaching and Simulation in Nursing & Healthcare. New York, NY: Springer Publishing Company.
Gaba, D. M. (2004). The future vision of simulation in health care. Quality and Safety in Health Care, 13(Suppl. 1), i2-10.
Games, I. and Bauman, E. (2011) Virtual worlds: An environment for cultural sensitivity education in the health sciences. International Journal of Web Based Communities 7(2), 189-205, doi: 10.1504/IJWBC.2011.039510
Gee, J.P. (2003). What videogames have to teach us about learning and literacy. New York, NY: Palgrave-McMillan.
Gould, J., & Bauman, E. (2012). Virtual reality in medical education. In Tsuda, S., Scott, D.J. & Jones, D.B. (Eds) Textbook of simulation, surgical skills and team training. Woodbury, CT: Cine-Med.
Hayes, E. (2005). Women, video gaming and learning: Beyond stereotypes. TechTrends, 49(5), 23-28.
Heinrichs, W.L., Bauman, E. Dev, P. (2012). SBAR ‘flattens the hierarchy’ among caregivers. Studies in Health Technology and Informatics 2012(173), 172-185, doi: 10.3233/978-1-61499-022-2-175.
Kolb, D. (1984). Experiential learning: Experience as the source of learning and develop- ment. Upper Saddle River, NJ: Prentice Hall.
Lenhart, A, Jones, S., & Mcgill, A.J. (2008). Adults and video games. Pew Internet and American Life Project, Washing D.C.
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 2-6.
Prensky, M. (2010). Teaching digital natives: Partnering for real learning. Corwin Press.
Schön, D. A. (1983). The reflective practitioner: How professionals think in action. New York: Basic Books.
Squire, K.D. (2006). From Content to Context: Videogames as Designed Experience. Educational Researcher, 35(8), 19-29.
Squire, K. D. (2007). Open-ended video games: A model for developing learning for the interactive age. In K. Salen(Ed.), The Ecology of Games, The John D. and Catherine T. MacArthur Foundation series on digital media and learning (pp. 167-198). Cambridge: MIT Press.
References
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Questions & Answers©Bauman 2013 Rights Reserved