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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
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
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.
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
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
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.
Overview of Main Topics

       Introduction to game-based and virtual
7
        environments
       Introduction to contemporary pedagogy and
        terminology
       Immersive play in virtual environments
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
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).
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)
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
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
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
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).
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
Introduction to CliniSpace

16
Introduction to OpenSim

17
Lets Play – Immersive Experiences


18
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
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)

     .
Virtual Environments to Compliment other
                     forms of Simulation


21




     .
Virtual Environments to Compliment other
                 forms of Simulation


22




                                     ©Bauman 2012 Rights Reserved
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.
Questions & Answers
                           ©Bauman 2013 Rights Reserved




24

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Introduction to Game-based & Virtual Environments

  • 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
  • 18. Lets Play – Immersive Experiences 18
  • 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) .
  • 21. Virtual Environments to Compliment other forms of Simulation 21 .
  • 22. Virtual Environments to Compliment other forms of Simulation 22 ©Bauman 2012 Rights Reserved
  • 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.
  • 24. Questions & Answers ©Bauman 2013 Rights Reserved 24