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32nd	
  Annual	
  Dialysis	
  Conference	
  
                  February	
  26-­‐28,	
  2012	
  
                   San	
  Antonio,	
  Texas	
  



Using	
  Gaming	
  and	
  Simula.on	
  for	
  
 Provider	
  and	
  Pa.ent	
  Educa.on	
  

           Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  

                                 ©Bauman	
  2012	
  
                                All	
  Rights	
  Reserved	
  




      . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
Bauman:	
  Professional	
  Affilia.ons	
  &	
  
                                	
  Disclosures/Conflict	
  of	
  Interest	
  	
  
                                                                                                                                ©Bauman	
  2012	
  Rights	
  Reserved	
  

Interna.onal	
  Nursing	
  Assoc.	
  for	
  Clinical	
  Learning	
  and	
  Simula.on	
  (INACSL)	
  
          •  Member	
  

Games+Learning+Society	
  
         •  Affiliate	
  

Society	
  for	
  Simula.on	
  in	
  Healthcare	
  (SSH)	
  
                 •  Chair	
  –	
  Website	
  CommiUee	
  
                 •  Co-­‐Chair	
  	
  –	
  Serious	
  Games	
  and	
  Virtual	
  Environments	
  Special	
  Interest	
  Group	
  	
  

Member	
  -­‐	
  Wisconsin	
  EMS	
  Associa.on	
  (WEMSA)	
  
Member	
  -­‐	
  Na.onal	
  Registry	
  of	
  EMTS	
  (NREMT)	
  

Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
Managing	
  Member	
  –	
  Forensic	
  Analy.cs,	
  LLC	
  
Associate	
  –	
  Obritec/Hypercosm	
  
CAE	
  Inc.	
  –	
  Adjunct	
  Faculty	
  

Springer	
  Publishing	
  Company	
  

                •  Bauman,	
  E.	
  B.	
  (In	
  Press).	
  Game-­‐based	
  Teaching	
  and	
  Simula3on	
  in	
  Nursing	
  &	
  
                   Healthcare.	
  New	
  York,	
  NY:	
  Springer	
  Publishing	
  Company	
  	
  	
  
Objec.ves	
  
                                                                  ©Bauman	
  2012	
  Rights	
  Reserved	
  




•  Par.cipants	
  will	
  learn	
  the	
  role	
  of	
  situated	
  
   learning	
  in	
  the	
  context	
  of	
  simula.on	
  and	
  
   game-­‐based	
  learning	
  
•  Par.cipants	
  will	
  be	
  able	
  to	
  iden.fy	
  and	
  discuss	
  
   the	
  poten.al	
  that	
  game-­‐based	
  learning	
  and	
  
   simula.on	
  holds	
  for	
  clinical	
  educa3on	
  
•  Par.cipants	
  will	
  be	
  able	
  to	
  iden.fy	
  and	
  discuss	
  
   the	
  poten.al	
  that	
  game-­‐based	
  learning	
  and	
  
   simula.on	
  holds	
  for	
  pa3ent	
  educa3on	
  
Wait,	
  Wait,	
  Wait!!!!	
  
                   Hold	
  on	
  a	
  minute…	
  What	
  sort	
  of	
  technology	
  is	
  
                                        this	
  guy	
  talking	
  about?	
  




hUp://nintendo.wikia.com	
  	
  
                                   . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                                   ©Bauman	
  2011	
  Rights	
  Reserved	
  
OK…	
  A	
  bit	
  of	
  Background	
  
                                        Rela.onship	
  between	
  Learning	
  and	
  Play	
  




hUp://nintendo.wikia.com	
  	
  

hUp://www.thehealingblade.com	
  	
  
                                            . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                                            ©Bauman	
  2012	
  Rights	
  Reserved	
  
Play.me!	
  
                                                                   ©Bauman	
  2012	
  Rights	
  Reserved	
  




The	
  ac.vity	
  of	
  play,	
  par.cularly	
  when	
  engaging	
  a	
  new	
  
         game	
  always	
  represents	
  a	
  learning	
  process	
  
M.	
  Presky,	
  2001	
  
                                                                                                                     ©Bauman	
  2012	
  Rights	
  Reserved	
  


Digital	
  NaBves	
  
People	
  who	
  were	
  born	
  with	
  (contemporary)	
  digital	
  technologies	
  	
  already	
  in	
  existence.	
  




Digital	
  Immigrants	
  
Those	
  who	
  were	
  born	
  prior	
  to	
  (contemporary)	
  digital	
  technologies	
  and	
  migrated	
  into	
  the	
  digital	
  
realm	
  adop.ng	
  the	
  technology	
  later	
  in	
  life.	
  
Ludology	
                                 ©Bauman	
  2012	
  Rights	
  Reserved	
  




              “We	
  are	
  entering	
  the	
  Ludic	
  Century…	
  
…	
  we	
  will	
  use	
  games	
  to	
  shape	
  the	
  future	
  of	
  educa.on”	
  	
  




                            Eric	
  Zimmerman,	
  NYU	
  Games	
  Center	
  
                                        6/15/2011	
  at	
  GLS7	
  
                                    www.ericzimmerman.com/	
  
                         hUp://gamecenter.nyu.edu/tag/eric-­‐zimmerman	
  
What’s	
  Ludology	
  
                                                                                 ©Bauman	
  2012	
  Rights	
  Reserved	
  



  Ludology	
  
  A	
  rela.vely	
  new	
  term	
  that	
  relates	
  to	
  the	
  study	
  of	
  games	
  
  and	
  other	
  forms	
  of	
  play…	
  


                         Why	
  is	
  it	
  important	
  
  Games	
  include	
  facets	
  of	
  Engagement	
  	
  

                                                                Leader	
  Board	
  
Narra.ve	
  
                            System	
  of	
  Rewards	
  
High	
  Scores	
  	
                                                      Interac.vity	
  
Situated	
  Learning	
  
                                                                                                      ©Bauman	
  2012	
  Rights	
  Reserved	
  




Socially	
  Situated	
  CogniBon	
  
Refers	
  to	
  learning	
  theory	
  that	
  is	
  situated	
  within	
  a	
  
material,	
  social,	
  and	
  cultural	
  world.	
  	
  Learning	
  that	
  is	
  
situated	
  takes	
  place	
  in	
  contextually	
  specific	
  and	
  
authen.c	
  environments	
  with	
  a	
  host	
  of	
  values	
  and	
  
expecta.ons	
  	
  
                                                                                             Gee,1991,1993	
  


Ecology	
  of	
  Culturally	
  Competent	
  Design	
  
Addresses	
  the	
  rigors	
  and	
  challenges	
  of	
  accurately	
  situa.ng	
  
culture	
  within	
  virtual	
  environments	
  using	
  a	
  four-­‐element	
  
model	
  that	
  emphasizes	
  the	
  importance	
  of	
  ac3vi3es,	
  contexts,	
  
narra3ves,	
  and	
  characters.

                                       Bauman,	
  2010,	
  Bauman	
  &	
  Games	
  2011,	
  Games	
  &	
  Bauman	
  2011	
  
Situated	
  Learning	
  
                                                                                     ©Bauman	
  2012	
  Rights	
  Reserved	
  



Designed	
  Experience	
  
…is	
  engineered	
  to	
  include	
  structured	
  ac.vi.es	
  targeted	
  to	
  facilitate	
  
interac.ons	
  that	
  drive	
  an.cipated	
  experiences.	
  	
  These	
  ac.vi.es	
  are	
  
created	
  to	
  embody	
  par.cipant	
  experience	
  as	
  performance.	
  	
  

                                                                                 Squire,	
  2006	
  

Created	
  Environment	
  
An	
  environment	
  that	
  has	
  been	
  engineered	
  to	
  replicate	
  a	
  real-­‐
world	
  space,	
  producing	
  sufficient	
  authen.city	
  and	
  fidelity	
  to	
  
allow	
  for	
  the	
  suspension	
  of	
  disbelief.	
  Simulated	
  environments,	
  
whether	
  fixed	
  in	
  the	
  case	
  of	
  mannikin-­‐based	
  simula.on	
  
laboratories	
  or	
  exis.ng	
  in	
  virtual	
  reality,	
  as	
  in	
  a	
  game-­‐based	
  
environments	
  are	
  created	
  environments.	
  
                                                                                 Bauman,	
  2007	
  
Clinical	
  Educa.on	
  
                                                                               ©Bauman	
  2012	
  Rights	
  Reserved	
  




BeUer	
  Prepara.on	
  =	
  	
  Prac.ce	
  Prac.ce	
  =	
  BeUer	
  Pa.ent	
  Outcome	
  
This	
  and	
  That	
  
                          ©Bauman	
  2012	
  Rights	
  Reserved	
  
Pa.ent	
  Educa.on	
  
                                                                                     ©Bauman	
  2012	
  Rights	
  Reserved	
  




Situated	
  Experience	
  =	
  	
  More	
  Engagement	
  =	
  BeUer	
  Pa.ent	
  Outcome	
  




                                                                                     ©Bauman	
  2012	
  Rights	
  Reserved	
  
This	
  vs.	
  That	
  
                          ©Bauman	
  2012	
  Rights	
  Reserved	
  
Demos/Examples	
  
                     ©Bauman	
  2012	
  Rights	
  Reserved	
  
Recap	
  and	
  Conclusions	
  
                                                                                                          ©Bauman	
  2012	
  Rights	
  Reserved	
  


Situa.ng	
  learning	
  provides	
  context	
  and	
  meaning	
  and	
  includes	
  facets	
  like:	
  

      Context	
  
      Performance	
  
      Reward	
  &	
  Consequence	
  
      Narra.ve	
  

Game-­‐Based	
  Learning	
  allows	
  us	
  to	
  situate	
  clinician	
  and	
  pa3ent	
  educa.on	
  to:	
  

      Engage	
  learners	
  
      Provide	
  situated	
  meaning	
  –	
  “ The	
  So	
  What”	
  
      Customize	
  content	
  
      Assess	
  rela.onships	
  between	
  interven.on	
  and	
  outcome	
  
Ques.ons?	
  
                                 ©Bauman	
  2011	
  Rights	
  Reserved	
  




R.	
  Kyle	
  
Contact	
  Informa.on	
  


         Eric	
  B.	
  Bauman,	
  PhD	
  
   ebauman@clinicalplayground.com	
  
      www.clinicalplaground.com	
  
hUp://www.linkedin.com/in/ericbbauman	
  
  hUp://www.slideshare.net/ebauman	
  




                                            @bauman1967	
  
Selected	
  References	
  
                                                                                                                                                                                                                                             ©Bauman	
  2011	
  Rights	
  Reserved	
  

Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simula.on	
  in	
  healthcare.	
  Ph.D.	
  disserta.on,	
  The	
  University	
  of	
  Wisconsin-­‐Madison,	
  United	
  States.	
  Disserta.ons	
  &	
  Thesis	
  @	
  CIC	
  Ins.tu.ons	
  database.	
  (Publica.on	
  
     no.	
  AAT	
  3294196)	
  	
  

Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educa.on.	
  In	
  Gaberson,	
  K.B.,	
  &	
  Oermann,	
  M.H.	
  (Eds)	
  Clinical	
  teaching	
  strategies	
  in	
  nursing	
  educa3on	
  (3rd	
  ed).New	
  York,	
  Springer	
  
     Publishing	
  Company.	
  

Bauman,	
  E.B.	
  and	
  Games,	
  I.A.	
  (2011).	
  Contemporary	
  theory	
  for	
  immersive	
  worlds:	
  Addressing	
  engagement,	
  culture,	
  and	
  diversity.	
  In	
  Cheney,	
  A.	
  and	
  Sanders,	
  R.	
  (Eds)	
  Teaching	
  and	
  Learning	
  in	
  3D	
  
     Immersive	
  Worlds:	
  Pedagogical	
  models	
  and	
  construc3vist	
  approaches.	
  IGI	
  Global.	
  	
  

Benner,	
  P.	
  (1984).	
  From	
  novice	
  to	
  expert:	
  Excellence	
  and	
  power	
  in	
  clinical	
  nursing	
  prac3ce.	
  Menlo	
  Park,	
  CA:	
  Addison-­‐Wesley.	
  

Games,	
  I.	
  and	
  Bauman,	
  E.	
  (2011)	
  Virtual	
  worlds:	
  An	
  environment	
  for	
  cultural	
  sensi.vity	
  educa.on	
  in	
  the	
  health	
  sciences.	
  	
  Interna3onal	
  Journal	
  of	
  Web	
  Based	
  Communi3es	
  7(2).	
  	
  

Gee,	
  J.P.	
  (2003)	
  What	
  Videogames	
  Have	
  to	
  Teach	
  Us	
  About	
  Learning	
  and	
  Literacy.	
  New	
  York,	
  NY:	
  Palgrave-­‐McMillan.	
  

Kolb,	
  D.	
  (1984).	
  Experien.al	
  learning:	
  Experience	
  as	
  the	
  source	
  of	
  learning	
  and	
  development.	
  	
  Upper	
  Saddle	
  River,	
  NJ:	
  Pren.ce	
  Hall.	
  

Prensky,	
  M.	
  (2001).	
  Digital	
  na.ves,	
  digital	
  immegrants,	
  part	
  1.	
  On	
  the	
  Horizon	
  9(5).	
  

Prensky,	
  M.	
  (2010).	
  Teaching	
  digital	
  na3ves:	
  Partnering	
  for	
  real	
  learning.	
  Corwin	
  Press.	
  

Popkewitz,	
  T.	
  (2007).	
  Cosmopoli.anism	
  and	
  the	
  age	
  of	
  school	
  reform:	
  science,	
  educa.on	
  and	
  making	
  a	
  society	
  by	
  making	
  the	
  child.	
  Routledge.	
  

Taekman	
  J.M.,	
  Segall	
  N.,	
  Hobbs	
  G.,	
  and	
  Wright,	
  M.C.	
  (2007).	
  3DiTeams:	
  Healthcare	
  team	
  training	
  in	
  a	
  virtual	
  environment.	
  Anesthesiology.	
  2007:	
  107:	
  A2145.	
  

Schön,	
  D.	
  A.	
  (1983).	
  The	
  reflec3ve	
  prac33oner:	
  How	
  professionals	
  think	
  in	
  ac3on.	
  New	
  York:	
  	
  Basic	
  Books.	
  

Skiba,	
  D.	
  J.	
  (2009).	
  Nursing	
  educa.on	
  2.0:	
  A	
  second	
  look	
  at	
  Second	
  Life.	
  Nursing	
  Educa3on	
  Perspec3ves,	
  30,	
  129-­‐131.	
  

Squire,	
  K.	
  (2006).	
  	
  From	
  content	
  to	
  context:	
  Videogames	
  as	
  designed	
  experience.	
  	
  Educa.onal	
  Researcher.	
  	
  35(8),	
  19-­‐29.	
  	
  

Squire,	
  K.,	
  GiovaneUo,	
  L.,	
  DeVane,	
  B,.	
  &	
  Durga,	
  S.	
  (2005).	
  From	
  users	
  to	
  designers:	
  Building	
  a	
  self-­‐organizing	
  game-­‐based	
  learning	
  environment.	
  Technology	
  Trends,	
  49(5),	
  34-­‐42.	
  

Taekman	
  J.M.,	
  Segall	
  N.,	
  Hobbs	
  G.,	
  and	
  Wright,	
  M.C.	
  (2007).	
  3DiTeams:	
  Healthcare	
  team	
  training	
  in	
  a	
  virtual	
  environment.	
  Anesthesiology.	
  2007:	
  107:	
  A2145.	
  

Turkle,	
  S.	
  (1995)	
  Life	
  on	
  the	
  screen.	
  Iden3ty	
  in	
  the	
  age	
  of	
  the	
  Internet.	
  New	
  York:	
  Touchstone.	
  

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Using gaming and simulation for provider & patient education By Eric B. Bauman. PhD, RN

  • 1. 32nd  Annual  Dialysis  Conference   February  26-­‐28,  2012   San  Antonio,  Texas   Using  Gaming  and  Simula.on  for   Provider  and  Pa.ent  Educa.on   Eric  B.  Bauman,  PhD,  RN   ©Bauman  2012   All  Rights  Reserved   .  .  .  .  .  .  .  .  .  .  .              
  • 2. Bauman:  Professional  Affilia.ons  &    Disclosures/Conflict  of  Interest     ©Bauman  2012  Rights  Reserved   Interna.onal  Nursing  Assoc.  for  Clinical  Learning  and  Simula.on  (INACSL)   •  Member   Games+Learning+Society   •  Affiliate   Society  for  Simula.on  in  Healthcare  (SSH)   •  Chair  –  Website  CommiUee   •  Co-­‐Chair    –  Serious  Games  and  Virtual  Environments  Special  Interest  Group     Member  -­‐  Wisconsin  EMS  Associa.on  (WEMSA)   Member  -­‐  Na.onal  Registry  of  EMTS  (NREMT)   Managing  Member  –  Clinical  Playground,  LLC   Managing  Member  –  Forensic  Analy.cs,  LLC   Associate  –  Obritec/Hypercosm   CAE  Inc.  –  Adjunct  Faculty   Springer  Publishing  Company   •  Bauman,  E.  B.  (In  Press).  Game-­‐based  Teaching  and  Simula3on  in  Nursing  &   Healthcare.  New  York,  NY:  Springer  Publishing  Company      
  • 3. Objec.ves   ©Bauman  2012  Rights  Reserved   •  Par.cipants  will  learn  the  role  of  situated   learning  in  the  context  of  simula.on  and   game-­‐based  learning   •  Par.cipants  will  be  able  to  iden.fy  and  discuss   the  poten.al  that  game-­‐based  learning  and   simula.on  holds  for  clinical  educa3on   •  Par.cipants  will  be  able  to  iden.fy  and  discuss   the  poten.al  that  game-­‐based  learning  and   simula.on  holds  for  pa3ent  educa3on  
  • 4. Wait,  Wait,  Wait!!!!   Hold  on  a  minute…  What  sort  of  technology  is   this  guy  talking  about?   hUp://nintendo.wikia.com     .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 5. OK…  A  bit  of  Background   Rela.onship  between  Learning  and  Play   hUp://nintendo.wikia.com     hUp://www.thehealingblade.com     .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2012  Rights  Reserved  
  • 6. Play.me!   ©Bauman  2012  Rights  Reserved   The  ac.vity  of  play,  par.cularly  when  engaging  a  new   game  always  represents  a  learning  process  
  • 7. M.  Presky,  2001   ©Bauman  2012  Rights  Reserved   Digital  NaBves   People  who  were  born  with  (contemporary)  digital  technologies    already  in  existence.   Digital  Immigrants   Those  who  were  born  prior  to  (contemporary)  digital  technologies  and  migrated  into  the  digital   realm  adop.ng  the  technology  later  in  life.  
  • 8. Ludology   ©Bauman  2012  Rights  Reserved   “We  are  entering  the  Ludic  Century…   …  we  will  use  games  to  shape  the  future  of  educa.on”     Eric  Zimmerman,  NYU  Games  Center   6/15/2011  at  GLS7   www.ericzimmerman.com/   hUp://gamecenter.nyu.edu/tag/eric-­‐zimmerman  
  • 9. What’s  Ludology   ©Bauman  2012  Rights  Reserved   Ludology   A  rela.vely  new  term  that  relates  to  the  study  of  games   and  other  forms  of  play…   Why  is  it  important   Games  include  facets  of  Engagement     Leader  Board   Narra.ve   System  of  Rewards   High  Scores     Interac.vity  
  • 10. Situated  Learning   ©Bauman  2012  Rights  Reserved   Socially  Situated  CogniBon   Refers  to  learning  theory  that  is  situated  within  a   material,  social,  and  cultural  world.    Learning  that  is   situated  takes  place  in  contextually  specific  and   authen.c  environments  with  a  host  of  values  and   expecta.ons     Gee,1991,1993   Ecology  of  Culturally  Competent  Design   Addresses  the  rigors  and  challenges  of  accurately  situa.ng   culture  within  virtual  environments  using  a  four-­‐element   model  that  emphasizes  the  importance  of  ac3vi3es,  contexts,   narra3ves,  and  characters. Bauman,  2010,  Bauman  &  Games  2011,  Games  &  Bauman  2011  
  • 11. Situated  Learning   ©Bauman  2012  Rights  Reserved   Designed  Experience   …is  engineered  to  include  structured  ac.vi.es  targeted  to  facilitate   interac.ons  that  drive  an.cipated  experiences.    These  ac.vi.es  are   created  to  embody  par.cipant  experience  as  performance.     Squire,  2006   Created  Environment   An  environment  that  has  been  engineered  to  replicate  a  real-­‐ world  space,  producing  sufficient  authen.city  and  fidelity  to   allow  for  the  suspension  of  disbelief.  Simulated  environments,   whether  fixed  in  the  case  of  mannikin-­‐based  simula.on   laboratories  or  exis.ng  in  virtual  reality,  as  in  a  game-­‐based   environments  are  created  environments.   Bauman,  2007  
  • 12. Clinical  Educa.on   ©Bauman  2012  Rights  Reserved   BeUer  Prepara.on  =    Prac.ce  Prac.ce  =  BeUer  Pa.ent  Outcome  
  • 13. This  and  That   ©Bauman  2012  Rights  Reserved  
  • 14. Pa.ent  Educa.on   ©Bauman  2012  Rights  Reserved   Situated  Experience  =    More  Engagement  =  BeUer  Pa.ent  Outcome   ©Bauman  2012  Rights  Reserved  
  • 15. This  vs.  That   ©Bauman  2012  Rights  Reserved  
  • 16. Demos/Examples   ©Bauman  2012  Rights  Reserved  
  • 17. Recap  and  Conclusions   ©Bauman  2012  Rights  Reserved   Situa.ng  learning  provides  context  and  meaning  and  includes  facets  like:   Context   Performance   Reward  &  Consequence   Narra.ve   Game-­‐Based  Learning  allows  us  to  situate  clinician  and  pa3ent  educa.on  to:   Engage  learners   Provide  situated  meaning  –  “ The  So  What”   Customize  content   Assess  rela.onships  between  interven.on  and  outcome  
  • 18. Ques.ons?   ©Bauman  2011  Rights  Reserved   R.  Kyle  
  • 19. Contact  Informa.on   Eric  B.  Bauman,  PhD   ebauman@clinicalplayground.com   www.clinicalplaground.com   hUp://www.linkedin.com/in/ericbbauman   hUp://www.slideshare.net/ebauman   @bauman1967  
  • 20. Selected  References   ©Bauman  2011  Rights  Reserved   Bauman,  E.  (2007).  High  fidelity  simula.on  in  healthcare.  Ph.D.  disserta.on,  The  University  of  Wisconsin-­‐Madison,  United  States.  Disserta.ons  &  Thesis  @  CIC  Ins.tu.ons  database.  (Publica.on   no.  AAT  3294196)     Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educa.on.  In  Gaberson,  K.B.,  &  Oermann,  M.H.  (Eds)  Clinical  teaching  strategies  in  nursing  educa3on  (3rd  ed).New  York,  Springer   Publishing  Company.   Bauman,  E.B.  and  Games,  I.A.  (2011).  Contemporary  theory  for  immersive  worlds:  Addressing  engagement,  culture,  and  diversity.  In  Cheney,  A.  and  Sanders,  R.  (Eds)  Teaching  and  Learning  in  3D   Immersive  Worlds:  Pedagogical  models  and  construc3vist  approaches.  IGI  Global.     Benner,  P.  (1984).  From  novice  to  expert:  Excellence  and  power  in  clinical  nursing  prac3ce.  Menlo  Park,  CA:  Addison-­‐Wesley.   Games,  I.  and  Bauman,  E.  (2011)  Virtual  worlds:  An  environment  for  cultural  sensi.vity  educa.on  in  the  health  sciences.    Interna3onal  Journal  of  Web  Based  Communi3es  7(2).     Gee,  J.P.  (2003)  What  Videogames  Have  to  Teach  Us  About  Learning  and  Literacy.  New  York,  NY:  Palgrave-­‐McMillan.   Kolb,  D.  (1984).  Experien.al  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  Pren.ce  Hall.   Prensky,  M.  (2001).  Digital  na.ves,  digital  immegrants,  part  1.  On  the  Horizon  9(5).   Prensky,  M.  (2010).  Teaching  digital  na3ves:  Partnering  for  real  learning.  Corwin  Press.   Popkewitz,  T.  (2007).  Cosmopoli.anism  and  the  age  of  school  reform:  science,  educa.on  and  making  a  society  by  making  the  child.  Routledge.   Taekman  J.M.,  Segall  N.,  Hobbs  G.,  and  Wright,  M.C.  (2007).  3DiTeams:  Healthcare  team  training  in  a  virtual  environment.  Anesthesiology.  2007:  107:  A2145.   Schön,  D.  A.  (1983).  The  reflec3ve  prac33oner:  How  professionals  think  in  ac3on.  New  York:    Basic  Books.   Skiba,  D.  J.  (2009).  Nursing  educa.on  2.0:  A  second  look  at  Second  Life.  Nursing  Educa3on  Perspec3ves,  30,  129-­‐131.   Squire,  K.  (2006).    From  content  to  context:  Videogames  as  designed  experience.    Educa.onal  Researcher.    35(8),  19-­‐29.     Squire,  K.,  GiovaneUo,  L.,  DeVane,  B,.  &  Durga,  S.  (2005).  From  users  to  designers:  Building  a  self-­‐organizing  game-­‐based  learning  environment.  Technology  Trends,  49(5),  34-­‐42.   Taekman  J.M.,  Segall  N.,  Hobbs  G.,  and  Wright,  M.C.  (2007).  3DiTeams:  Healthcare  team  training  in  a  virtual  environment.  Anesthesiology.  2007:  107:  A2145.   Turkle,  S.  (1995)  Life  on  the  screen.  Iden3ty  in  the  age  of  the  Internet.  New  York:  Touchstone.