This presentation was offered as a talk at Ludica Medica for the Games for Health Conference 2011. The talk emphasizes assessment, measurement, and evaluation utilizing the MTMM model for statistical analysis of construct validity and roi measures.
Building a Game for a Assessment Nursing GameBrock Dubbels
In this presentation, issues of planning game design for transfer and assessment are discussed. A review of the role of play is provided in relation to game design. Play can be part of a problem because of the lack of certainty in learning transfer. Serious games are developed to deliver learning outcomes. When there are specific learning outcomes, the game must make sure that learning that happens in games, does not stay in games. This is described here as the Vegas Effect. A simple methodological recommendation with examples is provided for improving validity and reliability in the independent variable (game interventions). This is known as inter rater reliability.
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...Faisal Shahzad Khan
This assignments includes
Story boarding,
Handwritten recognition,
Inductive, subductive, abductive methods,
color theory,
eight golden rule of designing
Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. We have designed and evaluated a set of cards called the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in several design cases. In this talk I will present an overview of the design rationale of the PLEX Cards together with a couple design cases where the PLEX Cards were used and evaluated.
Building a Game for a Assessment Nursing GameBrock Dubbels
In this presentation, issues of planning game design for transfer and assessment are discussed. A review of the role of play is provided in relation to game design. Play can be part of a problem because of the lack of certainty in learning transfer. Serious games are developed to deliver learning outcomes. When there are specific learning outcomes, the game must make sure that learning that happens in games, does not stay in games. This is described here as the Vegas Effect. A simple methodological recommendation with examples is provided for improving validity and reliability in the independent variable (game interventions). This is known as inter rater reliability.
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...Faisal Shahzad Khan
This assignments includes
Story boarding,
Handwritten recognition,
Inductive, subductive, abductive methods,
color theory,
eight golden rule of designing
Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. We have designed and evaluated a set of cards called the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in several design cases. In this talk I will present an overview of the design rationale of the PLEX Cards together with a couple design cases where the PLEX Cards were used and evaluated.
Finding the Truth: Interview and Interrogation Training SimulationsRonald Punako, Jr.
Presentation given at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)2011 under the Hidden in Plain Sight:
Training Perceptual Skills session.
This presentation explores the relationship between agile methodologies and generative artificial intelligence (AI). It reflects on how agile principles enabled organizations to adapt during the COVID-19 pandemic, proving agility is a mindset not a place. The rise of generative AI brings new opportunities to augment human capabilities and boost productivity. However, over-reliance on AI risks decreasing human creativity and collaboration. Agile practitioners must remain vigilant to use generative AI purposefully, preserving team interactions. Examples demonstrate how generative AI chatbots can assist with agile coaching, accelerating knowledge acquisition. But human compassion endures despite innovations. Overall, embracing change through strong values and advanced technology allows agile practices to thriv
Quite interesting discussion on evolutionary psychology and UX by Laura Gordon and Hazel Bolton for NUX 02/02/15.
Covers some broad CX and Evolution based ideas we thought may be interesting to discuss with a group of passionate UX talent.
From DNA to to forms and captchas it;s a diverse slide set.
XD 2020: Jonathan Lovatt-Young, Love ExperienceUX STRAT
Ssssshhhh. Mental Health. Say it quietly. We all have mental health, and it continually fluctuates. The great digital transformation supertanker seemed to have sailed past healthcare, causing a real disconnect from our needs to a range of available services. Over the course of a year, Jonathan led a consortium incorporating MIND and the NHS in Bradford to discover what was needed. If you’re interested in the next great age – the age of responsibility, and wanted to know how designers actually create the strategy for a Machine Learning Engine, come get stuck in the weeds of doing, not talking.
Updating Certification: Providing Robust Assessment through GamesSeriousGamesAssoc
Share stories and techniques about certifications for learning game designers and for games as learning and assessment products as technologies advance. Join the highly interactive discussion of the growing demand for games as assessment methods and as alternatives to traditional multiple-choice exams. Come discover the emerging world of assessments where games, gamification, augmented reality, virtual reality, and certifications are creating new assessment techniques. For those who attended this session in 2017, this version will discuss changes emerging in 2018.
How to Design the Fun Out of Things with UX -- Minnebar10 2015Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
Repurposing Software to an eHealth GameBrock Dubbels
In this presentation, we discuss aspects pf repurposing photo curation software for an eHealth application. We focus on the development process, documentation, and assumptions.
This monograph describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure studies, and activities where context is important. Cognitive ethnography is efficacious for these activities as it assumes that human cognition adapts to its natural surroundings (Hutchins, 2010; 1995) with emphasis on analysis of activities as they happen in context; how they are represented; and how they are distributed and experienced in space. Along with this, the methodology is described for increasing construct validity (Cook and Campbell, 1979; Campbell & Stanley, 1966) and the creation of a nomological network Cronbach & Meehl (1955). This description of the methodology is contextualized with a study examining the literate practices of reluctant middle school readers playing video games (Dubbels, 2008). The study utilizes variables from empirical laboratory research on discourse processing (Zwann, Langston, & Graesser, 1996) to analyze the narrative discourse of a video game as a socio-cognitive practice (Gee, 2007; Gee, Hull, & Lankshear, 1996).
This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
Dance Dance Education Games Learning Society 2008 DubbelsBrock Dubbels
In this phenomenological interview, the lived experience of a successful adolescent learner learning the video game Dance Dance Revolution is presented. The question driving this investigation is “why did she sustain engagement in learning?” The interview provided a narrative that described the process of learning as identity construction and that this process of identity construction, who I am and who I am not (choices), informs motivation and engagement in learning. The intention of the interview and methodology was to explicate and understand the factors that led to her motivation to learn a complex activity in a social space constructed, located, and mediated outside of traditional, formal educational environments. The discourse of the learning contexts that position Play as discourse in contrast to Work provides insight into the Ethos (Sutton-Smith 1996; Wohlwend, 2007) of the experience and inform s the process of extrinsic motivation to engage versus intrinsic, or learner-valued purpose to engage. The phenomenological interview is intended to gather thick descriptions that include thoughts, feelings, perceptions, and experience so that the interviewee moves beyond responding to questions with their reasoning and provides a narrative that provides thick descriptions through what van Manen (2002), called the Fundamental Life World Themes F.L.T.s. In this interview, the young woman, Ellen, initially had difficulty moving beyond reasoning into remembering and describing her experiences. The meaning of These experiences in promoting motivation and engagement were then analyzed using a framework constructed from work that explores issues of identity construction and exploration of literacy as semiotic domains across time and space—specifically, the contextual elements of Communities of Practice and Affinity Groups and the Ethos of the discourse contextualizing the activities, groups, and identity associated with them. These were places in the context of adolescent identity construction as a rite of passage and the powerful role of play in the stages of initiation and transformation are explored to understand the activity and how it informs motivation and engagement and reinforcement through identity construction. Implications of this study include understanding the potential construction of autonomy supporting learning environments and the elements that motivate and sustain engagement in learning and the importance of identity construction for teachers to motivate and engage their students.
These slides are to be used with the blog for a final presentation of the things learned from studying a game. It should include a summary of each assignment including reasoning of game choice, work plan, group roles, role questions, game analysis rubric, reflection, contributions
this is the template for the project overview. It should include your 1st rule of thirds, your experts, as well as your cited research to support your problem/solution
ARTIFICIAL INTELLIGENCE IN HEALTHCARE.pdfAnujkumaranit
Artificial intelligence (AI) refers to the simulation of human intelligence processes by machines, especially computer systems. It encompasses tasks such as learning, reasoning, problem-solving, perception, and language understanding. AI technologies are revolutionizing various fields, from healthcare to finance, by enabling machines to perform tasks that typically require human intelligence.
Report Back from SGO 2024: What’s the Latest in Cervical Cancer?bkling
Are you curious about what’s new in cervical cancer research or unsure what the findings mean? Join Dr. Emily Ko, a gynecologic oncologist at Penn Medicine, to learn about the latest updates from the Society of Gynecologic Oncology (SGO) 2024 Annual Meeting on Women’s Cancer. Dr. Ko will discuss what the research presented at the conference means for you and answer your questions about the new developments.
These simplified slides by Dr. Sidra Arshad present an overview of the non-respiratory functions of the respiratory tract.
Learning objectives:
1. Enlist the non-respiratory functions of the respiratory tract
2. Briefly explain how these functions are carried out
3. Discuss the significance of dead space
4. Differentiate between minute ventilation and alveolar ventilation
5. Describe the cough and sneeze reflexes
Study Resources:
1. Chapter 39, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 34, Ganong’s Review of Medical Physiology, 26th edition
3. Chapter 17, Human Physiology by Lauralee Sherwood, 9th edition
4. Non-respiratory functions of the lungs https://academic.oup.com/bjaed/article/13/3/98/278874
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
Couples presenting to the infertility clinic- Do they really have infertility...Sujoy Dasgupta
Dr Sujoy Dasgupta presented the study on "Couples presenting to the infertility clinic- Do they really have infertility? – The unexplored stories of non-consummation" in the 13th Congress of the Asia Pacific Initiative on Reproduction (ASPIRE 2024) at Manila on 24 May, 2024.
Recomendações da OMS sobre cuidados maternos e neonatais para uma experiência pós-natal positiva.
Em consonância com os ODS – Objetivos do Desenvolvimento Sustentável e a Estratégia Global para a Saúde das Mulheres, Crianças e Adolescentes, e aplicando uma abordagem baseada nos direitos humanos, os esforços de cuidados pós-natais devem expandir-se para além da cobertura e da simples sobrevivência, de modo a incluir cuidados de qualidade.
Estas diretrizes visam melhorar a qualidade dos cuidados pós-natais essenciais e de rotina prestados às mulheres e aos recém-nascidos, com o objetivo final de melhorar a saúde e o bem-estar materno e neonatal.
Uma “experiência pós-natal positiva” é um resultado importante para todas as mulheres que dão à luz e para os seus recém-nascidos, estabelecendo as bases para a melhoria da saúde e do bem-estar a curto e longo prazo. Uma experiência pós-natal positiva é definida como aquela em que as mulheres, pessoas que gestam, os recém-nascidos, os casais, os pais, os cuidadores e as famílias recebem informação consistente, garantia e apoio de profissionais de saúde motivados; e onde um sistema de saúde flexível e com recursos reconheça as necessidades das mulheres e dos bebês e respeite o seu contexto cultural.
Estas diretrizes consolidadas apresentam algumas recomendações novas e já bem fundamentadas sobre cuidados pós-natais de rotina para mulheres e neonatos que recebem cuidados no pós-parto em unidades de saúde ou na comunidade, independentemente dos recursos disponíveis.
É fornecido um conjunto abrangente de recomendações para cuidados durante o período puerperal, com ênfase nos cuidados essenciais que todas as mulheres e recém-nascidos devem receber, e com a devida atenção à qualidade dos cuidados; isto é, a entrega e a experiência do cuidado recebido. Estas diretrizes atualizam e ampliam as recomendações da OMS de 2014 sobre cuidados pós-natais da mãe e do recém-nascido e complementam as atuais diretrizes da OMS sobre a gestão de complicações pós-natais.
O estabelecimento da amamentação e o manejo das principais intercorrências é contemplada.
Recomendamos muito.
Vamos discutir essas recomendações no nosso curso de pós-graduação em Aleitamento no Instituto Ciclos.
Esta publicação só está disponível em inglês até o momento.
Prof. Marcus Renato de Carvalho
www.agostodourado.com
Flu Vaccine Alert in Bangalore Karnatakaaddon Scans
As flu season approaches, health officials in Bangalore, Karnataka, are urging residents to get their flu vaccinations. The seasonal flu, while common, can lead to severe health complications, particularly for vulnerable populations such as young children, the elderly, and those with underlying health conditions.
Dr. Vidisha Kumari, a leading epidemiologist in Bangalore, emphasizes the importance of getting vaccinated. "The flu vaccine is our best defense against the influenza virus. It not only protects individuals but also helps prevent the spread of the virus in our communities," he says.
This year, the flu season is expected to coincide with a potential increase in other respiratory illnesses. The Karnataka Health Department has launched an awareness campaign highlighting the significance of flu vaccinations. They have set up multiple vaccination centers across Bangalore, making it convenient for residents to receive their shots.
To encourage widespread vaccination, the government is also collaborating with local schools, workplaces, and community centers to facilitate vaccination drives. Special attention is being given to ensuring that the vaccine is accessible to all, including marginalized communities who may have limited access to healthcare.
Residents are reminded that the flu vaccine is safe and effective. Common side effects are mild and may include soreness at the injection site, mild fever, or muscle aches. These side effects are generally short-lived and far less severe than the flu itself.
Healthcare providers are also stressing the importance of continuing COVID-19 precautions. Wearing masks, practicing good hand hygiene, and maintaining social distancing are still crucial, especially in crowded places.
Protect yourself and your loved ones by getting vaccinated. Together, we can help keep Bangalore healthy and safe this flu season. For more information on vaccination centers and schedules, residents can visit the Karnataka Health Department’s official website or follow their social media pages.
Stay informed, stay safe, and get your flu shot today!
- Video recording of this lecture in English language: https://youtu.be/lK81BzxMqdo
- Video recording of this lecture in Arabic language: https://youtu.be/Ve4P0COk9OI
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
micro teaching on communication m.sc nursing.pdfAnurag Sharma
Microteaching is a unique model of practice teaching. It is a viable instrument for the. desired change in the teaching behavior or the behavior potential which, in specified types of real. classroom situations, tends to facilitate the achievement of specified types of objectives.
1. Game Design for Return on Investment The review, planning, and production of a digital training tool for long-term care certified nursing assistants Brock Dubbels Center for Cognitive Sciences The University of Minnesota Brock@vgAlt.com
3. Why games for learning? Games, by their very nature, assess, measure, and evaluate. But, you still need to know what you are assessing, measuring, and evaluating. Assessing inside and out of the game. The creation of construct validity and method.
4. Topics Yoga – perceptual / conceptual -- activity Background The game Development talking points Take home
5. The state of long term care 55% white, 35% Black, 10% Hispanic Most workers are economically disadvantaged Low levels of educational attainment. Physically and emotionally demanding work, but often among the lowest paid in the service industry. Viewed as an unpleasant occupation: primarily a maid service taking care of incontinent, cognitively unaware old people. 45% attrition rate in first 90 days. Some reports show 100% turn over a year. Great shortage—with shortages, come reductions in quality of care. Expected growth rate of 85% with Baby Boomers retiring. Regulation tends to emphasize entry training, with limited attention to continued career growth or development. Supervisors with “good people skills,” promotion of worker autonomy are the most important predictors of higher job satisfaction and lower turnover rates. From “Who Will Care for Us?” US Dept. Health & Human Services
6. Hypothesis Will improved people skills and increased worker autonomy reduce attrition through improving the perceived quality of life. Will perceived quality of life improve relations and autonomy in the facility? Increase well-being in residents and nursing assistants? Reduce pain management? Reduce catastrophic care? Confidence and accuracy in information gathering and reporting?
7. The User Story Functionally capable, but not skilled. Soft skills Documentation skills High school education +/-1 Like popular culture. A bit irreverent about job, but this is coffee break coping mechanism Limited care load while training. Enjoy popular culture – soaps, drama, etc.
8. Pre-Design Methods Elicitation – do you really need a game? Cognitive Ethnography Identification of quality of life variables, theoretic processes (presence, CC, AL), & documentation variables for kiosk. Fidelity Assessment, measurement, and evaluation methods.
9. Design Decisions FPH –the first person healer Flash / with database Web-host as well as installed with data upload. Time serves as game element Functional task selection vs. Interpersonal Communication Dialog driven Dialog supported by video cut scenes with voice narration Mini games such as room clean up Reward system (blue stars) Preceptor / Optimal Path / Debrief Interface with task log, resident information, clock, pause. Use real people’s faces as avatars Increase engagement through subtle but tasteful irreverence.
19. Four questions Can I take any credit for any changes that have happened in an individuals learning? Does this have a connection to my instructional activities? Does these instructional activities equate to a return on investment? How do I know this?
20. Tension in workflow Software Design Typically based upon an economic consideration. How will this solve a problem? What are the first steps in production? The focus is on stages of production: Business Partner Relations, Function, Behavior, Structure, & Non-Function (qualities). Research Design Typically based upon answering a testable question. How will this solve a problem? How do I know this? The focus is on method and hypothesis testing: Construct validity, reliability, reliability, and probability.
21. Theoretical perspective Improve soft skills and documentation. Quality of Life Measures How these are affected through: Presence, Constructive Conversation, Active Listening These are used for game mechanics and coding dialog. Reducing attrition, improving Perceived Quality of Life (PQoL), and improving documentation will reduce costs and allow for more hires, better wages Reduce: pain meds, attendant care, catastrophic care. Documentation Reduce elicitation from medical staff Improve medical staff objective knowledge on daily living skills
22. Analysis Tools In order to measure whether the game does what it was designed to do: Analysis criteria must exist inside and outside of the game for evaluation. Same underlying measures from game Inside: Scoring system weighted dialog Story content equated to kiosk input Outside: Observational scoring tool for preceptors Survey for self-report Resident survey
23. Construct Validity—How do we know what we measure means anything? MTMM to measure convergent/discriminatory validity. You need 3 measures for construct validity measures. In-game measures Observational workplace rubric Resident survey Without construct validity, you cannot conduct ROI analysis with certainty.
26. Outcome Analysis General Linear Model Quality of Life Variables Operationalized in soft skills and PQoL construct Presence, Active Listening, and Constructive Conversation Longitudinal study Pre, Game Play, Post Compare performance in: surveys, objective observer data, game play, non-game play controls, self-report. Game play – construct sub-level scoring, i.e. number of residents, rewards, optimal path decisions. Institutional data pre / post Compare catastrophic care, pain meds, independence, attrition Use game play, survey and observational tools as co-variates.
27. Take home Can you pose a testable question– hypothesis? Tension between design process and measurement Needs – behavior, function, non-function, structure. Construct validity – are you measuring what you think you are measuring? Assessments, measures, & evaluations Spend time understanding the sample population Beliefs, likes, skills, & abilities. irreverence increases engagement, but reduces happiness of business partner. Usability testing should align with construct Again, emphasis on validity Without it, there is no capability for ROI analysis
Editor's Notes
cognitive ethnography assumes that cognition is distributed through rules, roles, language, relationships and coordinated activities, and can be embodied in artifacts and objects (Dubbels, 2008).Conceptual Space Analysis, Physical Space Analysis, Social Space AnalysisCognitive ethnography assumes that human cognition adapts to its natural surroundings. Therefore, the role of cognitive ethnographer is to transform observational data and interpretation into meaningful representations so that cognitive properties of the system become visible Ethnography often involves the researcher living in the community of study, learning the language, doing what members of the community do—learning to see the world as it is seen by the natives in their cultural context, Fetterman (1998).Cognitive ethnography follows the same protocol, but its purpose is to understand cognitive process and context—examining them together, thus, eliminating the false dichotomy between psychology and anthropology.
We gathered from the ethnographies that many watched reality television, soapy kind of programming, liked comedies, popular culture, gossip, irreverent, and suggested that for the game we have wheelchair jousting.We chose to offer the game as a soap opera, with intrigues at the residency.