Virtual Medical Worlds for Team Training (please see updated version)

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    Notes on slide 1

    Multi-player virtual worlds are well-suited to training teams to work together.

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    Virtual Medical Worlds for Team Training (please see updated version) - Presentation Transcript

    1. Virtual Reality for Team Training Parvati Dev Innovation in Learning Inc. http://www.InnovationinLearning.com/
    2. What is a Virtual World?
      • It is an online environment, usually 3D
      • Each ‘player’ is represented by an ‘avatar’ in the world
        • You see other people as their avatars. Use voice or text chat
      • It is immersive
        • You have a sense of ‘presence’ or ‘being there’
      • It is social.
        • You talk with others and interact with them.
      • It may be game-like, have goal-oriented activities, or not.
      • Building and customization is a popular activity
    3. My ‘Avatar’ in a 3D world
    4. A conference in a Virtual World
    5. Schizophrenic hallucination in Univ. of California, Davis, world
    6. Hallucinating disappearance of the floor
    7. Businesses open in Virtual Worlds
    8. Hospital Emergency Department A Stanford University - Forterra Systems collaboration
    9. Ambulance arrives
    10. Patients to be triaged to - Immediate, Delayed and Minor
    11. ED Multi-bay Treatment Room Photo-inspired Virtual 3D Environment – – – Photos taken in Adult ED at Stanford University Medical Center July 2006
    12. Team managing patient in ED
    13. Avatar Health Visualization Graphical User Interface Diagnostic Display Images and Text 3D Patient Avatar
    14. Mr. Brooks, Are You OK? A Virtual World developed as a collaboration of the Karolinska Institutet, Stockholm, Forterra Systems Inc, and Stanford University See video at http://forterrainc.com/index.php/resources/screens-a-video/99-high-school-cpr-wm
    15.  
    16. Clinical Scenarios for Virtual ED
      • Male: pneumothorax and femur fracture after auto collision
      • Male; bicycle rider falls from bike path, suffers spleen rupture
      • Male; car driver, hypoglycemia and femur fracture
      • Male; ethanol induced fall, with head injury, obstructed airway
      • Female;(2 nd trimester pregnancy); with renal laceration after auto collision
      • Male; construction worker fall, liver rupture, fracture of femur
      • Male: construction worker, flail chest and dislocated shoulder
      • Male: bicycle rider with severe hand and abdominal injury after auto collision and being ‘run-over’
      • Female; elderly pedestrian with facial fractures and unconsciousness after auto collision.
      • Female (3 rd trimester pregnancy); auto collision with femoral neck fracture, and vaginal bleeding (placental abruption)
    17. In the Virtual Emergency Room
    18. Roles Role player Learner Facilitator
    19. Principles of EMCRM (Emergency Medicine Crisis Resource Management)
      • Know your environment
      • Anticipate and plan for crises
      • Assume a leadership role
      • Communicate effectively with other team members
      • Call for help early enough
      • Distribute workload optimally
      • Allocate attention wisely
      • Utilize all available resources
      • Utilize all available information
      • Maintain a professional behavior
    20. A debrief session
    21. Team training study
      • Explain interface and goals
      • Pre-test with trauma scenario (no debrief)
        • Score with EMCRM rating sheet
      • Four learning scenarios (trauma), with debrief
      • Post-test with trauma scenario
        • Score with EMCRM rating sheet
    22. Managing trauma with a manikin
    23. Performance scores N=15 N=16 0.00 10.00 20.00 30.00 40.00 50.00 HPS Group Pretest Sum Scores Posttest Sum Scores Pretest Sum Scores Posttest Sum Scores Virtual ED Group
    24. Conclusion
      • Multiplayer virtual worlds are effective learning environments for individuals in a team.
      • This study applied to trauma management. It should be extended to other medical situations.
      • Scenarios and performance scores should be developed for individuals, teams, and departments with multiple interacting teams.
      • We need to understand which knowledge, skills and attitudes are taught best in virtual environments, in physical simulations and in the real ward.
    25. Thanks for your attention ! [email_address] http://www.InnovationInLearning.com/

    + Parvati DevParvati Dev, 11 months ago

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