This document provides an introduction to integrating game-based and virtual learning environments into simulation curricula. It begins with presenter disclosures and learning objectives. Key topics include terminology related to virtual worlds, avatars, and pedagogical approaches like experiential learning. Contemporary expectations of digital natives are also discussed. The document demonstrates a virtual environment called CliniSpace and provides examples of how virtual simulation can complement other forms of simulation. It concludes with references.
This document discusses options for online meetings and collaboration when groups cannot meet in person regularly. It describes web conferencing platforms like WebEx which are good for presentations but less so for discussions. Teleconferencing using Skype provides phone call-like meetings but may not be sufficient on its own. Immersive 3D environments like Second Life and Jibe allow for a more engaging shared experience through avatars. They support activities like simulations, presentations, and community building. While they require an adjustment to the virtual format, immersive environments provide a sense of shared presence and engagement that 2D platforms lack. The document explores examples of how various organizations use Second Life and considers pros and cons of the different platforms.
This document discusses using technology to support learning for students with autism. It provides an overview of best practices in behavioral treatment for autism and how technology can help implement these practices. Specific technologies are mapped to autism features and learning needs, including tools for data collection, visual supports, instruction, communication, social skills, and more. Examples of apps and software are provided. The document emphasizes using technology to individualize and personalize learning while also implementing principles of universal design for learning.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Digital Fun Fair Stakeholders Forum is an annual gathering that brings together experts in e-learning to discuss challenges and strategies for e-learning in Nigeria. The 2013 forum will be held on March 15th at Lead British International School in Abuja. It will include presentations, workshops, and demonstrations of e-learning platforms. The goal is to promote awareness and adoption of e-learning solutions among schools and authorities. Interested individuals and organizations can apply to participate, deliver a presentation, demonstrate an e-learning platform, or become a partner or sponsor of the event.
An examination of the possible limits to embodiment within digital worlds which uses Merleau-Ponty's phenomenology as a critical framework. Three important aspects of primordial subjectivity are identified: touchant/touche; virtual polymorphism and intersubjective lifeworlds.
The document summarizes a study that evaluated a collaborative mobile learning activity called "Unearthing Invisible Buildings" for primary school children. The study examined how students focused on their mobile devices and shared devices during game play. Key findings included that students focused on their assigned roles but shared devices in key situations, like discussing clues. Students effectively collaborated around the devices, negotiating tasks and findings. The study provided initial insights into student collaboration and interaction during mobile learning activities.
This document discusses hybrid simulation, which combines multi-method simulation for educational interventions and research protocols. It begins by introducing terminology used in game-based learning and virtual environments. Next, it discusses pedagogical approaches that support learning in virtual spaces, including experiential learning, situated cognition, and designing authentic environments. Finally, it provides an introduction to CliniSpace and OpenSim, which are virtual environments that can be used for hybrid simulation.
This document discusses options for online meetings and collaboration when groups cannot meet in person regularly. It describes web conferencing platforms like WebEx which are good for presentations but less so for discussions. Teleconferencing using Skype provides phone call-like meetings but may not be sufficient on its own. Immersive 3D environments like Second Life and Jibe allow for a more engaging shared experience through avatars. They support activities like simulations, presentations, and community building. While they require an adjustment to the virtual format, immersive environments provide a sense of shared presence and engagement that 2D platforms lack. The document explores examples of how various organizations use Second Life and considers pros and cons of the different platforms.
This document discusses using technology to support learning for students with autism. It provides an overview of best practices in behavioral treatment for autism and how technology can help implement these practices. Specific technologies are mapped to autism features and learning needs, including tools for data collection, visual supports, instruction, communication, social skills, and more. Examples of apps and software are provided. The document emphasizes using technology to individualize and personalize learning while also implementing principles of universal design for learning.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Digital Fun Fair Stakeholders Forum is an annual gathering that brings together experts in e-learning to discuss challenges and strategies for e-learning in Nigeria. The 2013 forum will be held on March 15th at Lead British International School in Abuja. It will include presentations, workshops, and demonstrations of e-learning platforms. The goal is to promote awareness and adoption of e-learning solutions among schools and authorities. Interested individuals and organizations can apply to participate, deliver a presentation, demonstrate an e-learning platform, or become a partner or sponsor of the event.
An examination of the possible limits to embodiment within digital worlds which uses Merleau-Ponty's phenomenology as a critical framework. Three important aspects of primordial subjectivity are identified: touchant/touche; virtual polymorphism and intersubjective lifeworlds.
The document summarizes a study that evaluated a collaborative mobile learning activity called "Unearthing Invisible Buildings" for primary school children. The study examined how students focused on their mobile devices and shared devices during game play. Key findings included that students focused on their assigned roles but shared devices in key situations, like discussing clues. Students effectively collaborated around the devices, negotiating tasks and findings. The study provided initial insights into student collaboration and interaction during mobile learning activities.
This document discusses hybrid simulation, which combines multi-method simulation for educational interventions and research protocols. It begins by introducing terminology used in game-based learning and virtual environments. Next, it discusses pedagogical approaches that support learning in virtual spaces, including experiential learning, situated cognition, and designing authentic environments. Finally, it provides an introduction to CliniSpace and OpenSim, which are virtual environments that can be used for hybrid simulation.
This document discusses hybrid simulation, which combines multiple simulation methods for educational interventions and research protocols. It begins with introductions and disclosures from several presenters and authors. The document then outlines the learning objectives, which include introducing terminology related to game-based learning, pedagogy that supports virtual learning, immersing learners in virtual environments, storyboarding educational experiences, and experiencing a hybrid simulation. Key topics that will be overviewed are also listed. The document proceeds to define several important terminology related to virtual environments and game-based learning. It then discusses pedagogical approaches like experiential learning and situated cognition that support learning in virtual spaces. Finally, it includes short videos introducing the CliniSpace and OpenSim
This document discusses how video games can be incorporated into education. It begins by defining key concepts like game-based learning, serious games, and virtual worlds. It then explores the learning principles found in games, such as active learning, critical thinking, and feedback. The document examines ways that games can be used in schools, such as for teaching mathematics or foreign languages. It also discusses using games as the school curriculum, for example through role-playing games. The document concludes by considering ways to extend game-based learning through machinima, programming, professional learning communities, and things to consider like collaboration versus cheating.
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
Second Life as an Experiential Learning OpportunityStaci Trekles
This document discusses Purdue University Calumet's Second Life initiative and experiential learning opportunities. It outlines several projects using Second Life across different academic disciplines, including creating virtual classrooms, simulations, and lessons. It also addresses some of the challenges of implementing these virtual learning experiences and factors to consider like performance, media integration, and detecting student affective state. The document provides references on related research and concludes by looking towards the future of these types of projects at Purdue and in virtual worlds generally.
Presentation provided for the Society for Critical Care Medicine - Texas Chapter in the use of Virtual Reality for Medical and Health Professions Education.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Design for Learning and Assessment in Virtual Worldsdiannepatricia
Dr. Brian Nelson, Arizona State University, presentation on “Design for Learning and Assessment in Virtual Worlds” as part of our Cognitive Systems Institute Speaker Series.
The document discusses using an alternate reality game (ARG) to teach an enterprise course. An ARG combines challenges, puzzles and narratives across multiple online and real-world platforms. It provides examples of past ARGs used for marketing campaigns. The proposed ARG would immerse students in a scenario as turnaround consultants for a struggling clothing company. Students would receive emails, visit websites and collaborate online and in meetings to research the company and devise solutions over 12 weeks. Assessment would include teamwork, presentations and a report. The ARG aims to foster deep learning through experiential and collaborative problem-solving in a simulated reality.
Psychology on Second Life?: Learning, Support and Research in 3D Online Multi...Simon Bignell
Bignell, S.J. (2009). Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments. Keynote Lecture at McCord Museum. International Conference on the Use of the Internet in Mental Health, McGill University, Canada. May 2009.
The views expressed in this presentation are those of the individual Simon Bignell and not University of Derby.
José Bidarra from Universidade Aberta gave a presentation about Mobile Learning & New Trends as part of the online events by expert pool Institutional Support within EMPOWER.
New Directions for Virtual Worlds for HealthParvati Dev
Keynote presented at Games for Health, Boston, for the Virtual Worlds and Social Games Day, May 25th. (First three slides are to introduce the pre-conference. Rest are my talk.)
SMi London Defence Training Wortley 2011David Wortley
Desktop immersive technologies such as virtual worlds and serious games can revolutionize training and simulation. They can engage learners through multi-tasking and collaboration. Practical examples show how immersive technologies are used in ship simulation, checkpoint controls, augmented reality, and more. These technologies reduce costs and risks while improving accessibility and shaping behaviors.
Virtual guides: A Hybrid Approach to Immersive LearningDavid Fliesen
This Paper was presented at GameTech 2012 along with Cynthia Calongne, D.CS of Colorado Technical University about Virtual Guides blending the need for information with feedback and progress checks as learners perform learning activities within virtual world simulations and serious games.
Web 3.0- animation and its use in healthcareKartik S
This document discusses the potential of web 3.0 and simulated environments for healthcare education. It notes that medical knowledge doubles every 6-8 years, so continuing education is critical. High-end media and simulations can provide more effective learning through engagement, rich educational context, and experiential learning. They allow 20 times more "minutes on the message" compared to traditional education. The document explores strategies for simulations including standalone animations, embedding in file types like PDFs, mobile delivery, virtual gaming, and simulated environments.
This document discusses academic literacy and how to engage the digital generation in academic literacy. It provides definitions of academic literacy and explains why it is important. It then discusses the characteristics of the digital generation and how they differ from previous generations in how they learn, communicate, and search for information using technologies like Google. Some research studies are summarized that explore how the digital generation searches for information online and what challenges those with low literacy may face. The document advocates for rethinking how universities teach to better engage the digital generation.
Producing an Authentic Context in Virtual Training Environments in Hazardous ...Marko Teräs
Virtual environments (VEs) such as simulations, VR and serious games are making their way into various sectors of life to enhance human activity, also learning. VEs have been used in various contexts for training, and in many cases they are designed to model or simulate a specific work context. At the same time, little is known about how users experience virtual contexts and what produce them. Graphics tend to receive most of the development input but several studies have challenged its importance. Rigorous phenomenological descriptions of real end-users have been suggested to shed more light into the user experience.
The document discusses nurturing a professional development ecosystem using an analogy to biological ecosystems. It describes using an ecosystem approach to professional development by viewing it as a network of interconnected systems with various roles like producers, consumers, and decomposers. Tools like blogs, wikis, and social networks can help facilitate information sharing and learning at different levels of engagement within this professional development ecosystem.
This document discusses hybrid simulation, which combines multiple simulation methods for educational interventions and research protocols. It begins with introductions and disclosures from several presenters and authors. The document then outlines the learning objectives, which include introducing terminology related to game-based learning, pedagogy that supports virtual learning, immersing learners in virtual environments, storyboarding educational experiences, and experiencing a hybrid simulation. Key topics that will be overviewed are also listed. The document proceeds to define several important terminology related to virtual environments and game-based learning. It then discusses pedagogical approaches like experiential learning and situated cognition that support learning in virtual spaces. Finally, it includes short videos introducing the CliniSpace and OpenSim
This document discusses how video games can be incorporated into education. It begins by defining key concepts like game-based learning, serious games, and virtual worlds. It then explores the learning principles found in games, such as active learning, critical thinking, and feedback. The document examines ways that games can be used in schools, such as for teaching mathematics or foreign languages. It also discusses using games as the school curriculum, for example through role-playing games. The document concludes by considering ways to extend game-based learning through machinima, programming, professional learning communities, and things to consider like collaboration versus cheating.
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
Second Life as an Experiential Learning OpportunityStaci Trekles
This document discusses Purdue University Calumet's Second Life initiative and experiential learning opportunities. It outlines several projects using Second Life across different academic disciplines, including creating virtual classrooms, simulations, and lessons. It also addresses some of the challenges of implementing these virtual learning experiences and factors to consider like performance, media integration, and detecting student affective state. The document provides references on related research and concludes by looking towards the future of these types of projects at Purdue and in virtual worlds generally.
Presentation provided for the Society for Critical Care Medicine - Texas Chapter in the use of Virtual Reality for Medical and Health Professions Education.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Design for Learning and Assessment in Virtual Worldsdiannepatricia
Dr. Brian Nelson, Arizona State University, presentation on “Design for Learning and Assessment in Virtual Worlds” as part of our Cognitive Systems Institute Speaker Series.
The document discusses using an alternate reality game (ARG) to teach an enterprise course. An ARG combines challenges, puzzles and narratives across multiple online and real-world platforms. It provides examples of past ARGs used for marketing campaigns. The proposed ARG would immerse students in a scenario as turnaround consultants for a struggling clothing company. Students would receive emails, visit websites and collaborate online and in meetings to research the company and devise solutions over 12 weeks. Assessment would include teamwork, presentations and a report. The ARG aims to foster deep learning through experiential and collaborative problem-solving in a simulated reality.
Psychology on Second Life?: Learning, Support and Research in 3D Online Multi...Simon Bignell
Bignell, S.J. (2009). Psychology on Second Life?: Learning, Support and Research in 3D Online Multi-user Virtual Environments. Keynote Lecture at McCord Museum. International Conference on the Use of the Internet in Mental Health, McGill University, Canada. May 2009.
The views expressed in this presentation are those of the individual Simon Bignell and not University of Derby.
José Bidarra from Universidade Aberta gave a presentation about Mobile Learning & New Trends as part of the online events by expert pool Institutional Support within EMPOWER.
New Directions for Virtual Worlds for HealthParvati Dev
Keynote presented at Games for Health, Boston, for the Virtual Worlds and Social Games Day, May 25th. (First three slides are to introduce the pre-conference. Rest are my talk.)
SMi London Defence Training Wortley 2011David Wortley
Desktop immersive technologies such as virtual worlds and serious games can revolutionize training and simulation. They can engage learners through multi-tasking and collaboration. Practical examples show how immersive technologies are used in ship simulation, checkpoint controls, augmented reality, and more. These technologies reduce costs and risks while improving accessibility and shaping behaviors.
Virtual guides: A Hybrid Approach to Immersive LearningDavid Fliesen
This Paper was presented at GameTech 2012 along with Cynthia Calongne, D.CS of Colorado Technical University about Virtual Guides blending the need for information with feedback and progress checks as learners perform learning activities within virtual world simulations and serious games.
Web 3.0- animation and its use in healthcareKartik S
This document discusses the potential of web 3.0 and simulated environments for healthcare education. It notes that medical knowledge doubles every 6-8 years, so continuing education is critical. High-end media and simulations can provide more effective learning through engagement, rich educational context, and experiential learning. They allow 20 times more "minutes on the message" compared to traditional education. The document explores strategies for simulations including standalone animations, embedding in file types like PDFs, mobile delivery, virtual gaming, and simulated environments.
This document discusses academic literacy and how to engage the digital generation in academic literacy. It provides definitions of academic literacy and explains why it is important. It then discusses the characteristics of the digital generation and how they differ from previous generations in how they learn, communicate, and search for information using technologies like Google. Some research studies are summarized that explore how the digital generation searches for information online and what challenges those with low literacy may face. The document advocates for rethinking how universities teach to better engage the digital generation.
Producing an Authentic Context in Virtual Training Environments in Hazardous ...Marko Teräs
Virtual environments (VEs) such as simulations, VR and serious games are making their way into various sectors of life to enhance human activity, also learning. VEs have been used in various contexts for training, and in many cases they are designed to model or simulate a specific work context. At the same time, little is known about how users experience virtual contexts and what produce them. Graphics tend to receive most of the development input but several studies have challenged its importance. Rigorous phenomenological descriptions of real end-users have been suggested to shed more light into the user experience.
The document discusses nurturing a professional development ecosystem using an analogy to biological ecosystems. It describes using an ecosystem approach to professional development by viewing it as a network of interconnected systems with various roles like producers, consumers, and decomposers. Tools like blogs, wikis, and social networks can help facilitate information sharing and learning at different levels of engagement within this professional development ecosystem.
1. 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
2. Disclosure(s)
Eric B. Bauman, PhD, RN, Paramedic
1
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
3. Disclosure(s)
Cindy Foronda, PhD, RN
1 Assistant 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.
4. Disclosure(s)
Gerald Stapleton, MS
1 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
5. Disclosure(s)
Parvati Dev, PhD
1
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
6. Learning Objectives
1. Learners will develop an understanding of
contemporary pedagogy and terminology related to
6
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.
7. Overview of Main Topics
Introduction to game-based and virtual
7
environments
Introduction to contemporary pedagogy and
terminology
Immersive play in virtual environments
8. Terminology
Game-Based Learning:
8
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
9. Terminology
Virtual World:
an environment that hosts a synchronous digital
9 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).
10. Terminology
Avatar or Player Character:
The term avatar is originally from Greek mythology. The gods would
10
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. NPCs
are 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)
11. Terminology
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
11
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
12. Pedagogy
Experiential Learning (Kolb)
Novice to Expert – Thinking-in-Action (Benner)
The quality of the clinicians decision making is influenced and
12
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
13. Pedagogy
Situated Cognition
Socially Situated Cognition (Gee)
Learning and eventually practice takes place in an inherently social context. The
13
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
14. Engagement Expectations
Digital Native vs. Digital Immigrant
14 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).
15. Engagement Expectations
Juxtaposition among and between
15
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
19. Leveraging Virtual Simulation
Mass triage or disaster simulation
19 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
20. Leveraging Virtual Simulation
Enhance web-based instruction
20
Hybrid- in conjunction with mannequin-based
simulation
Entrance testing
Enhance lecture
Assignments
Simulation for clinical experiences difficult to
arrange (i.e. high risk pediatrics)
.
23. References
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.
23
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.