| Literature DB >> 23195649 |
Sharla King1, David Chodos, Eleni Stroulia, Mike Carbonaro, Mark MacKenzie, Andrew Reid, Lisa Torres, Elaine Greidanus.
Abstract
BACKGROUND: Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate.Entities:
Mesh:
Year: 2012 PMID: 23195649 PMCID: PMC3500777 DOI: 10.3402/meo.v17i0.11213
Source DB: PubMed Journal: Med Educ Online ISSN: 1087-2981
Fig. 1Collaborative scenario development process.
Framework checklist
| Context | Learner specification | Pedagogic considerations | Mode of representation |
|---|---|---|---|
| 1. What is the context for learning? (e.g., school, university, home) | 1. Who is the learner? | 1a. Which pedagogic models and approaches are being used? | 1. Which software tools or content would best support the learning activities? |
| 2. Does the context affect learning? (e.g., level of resources, accessibility, technical support) | 2a. What is their background and learning history? | 2. What are the learning outcomes? | 2. What level of fidelity needs to be used to support learning activities and outcomes? |
| 3. How can links be made between context and practice? | 3. How can the learner be best supported? | 3. What are the learning activities? | 3. What level of immersion is needed to support learning outcomes? |
| 4. In what ways are the groups working together (e.g., singly, partially in groups) and what collaborative approaches could support this? | 4. How can the learning activities and outcomes be achieved through existing games or simulations? | 4. What level of realism is needed to achieve learning objectives? | |
| 5. How can the learning activities and outcomes be achieved through specially developed software? | 5. How can links be made between the world or the game/simulation and reflection upon learning? |
Source: Ref. (17, p. 256).
Application of de Freitas and Oliver framework to our VW simulation
| Context | Learner specification | Pedagogic considerations | Mode of representation |
|---|---|---|---|
| 1. Learning context: post-secondary education in health sciences. Designed for at home or classroom-based | 1. Students from paramedic program, medicine, nursing, respiratory therapy | 1. Theories used include Brown's situated cognition and Kolb's experiential learning theory | 1. Second Life best supports the collaborative learning activities, as indicated by comparative analysis of simulation technologies |
| 2. Effect of context on learning: some technical support required initially | 2. Learners have range of backgrounds, learning styles and preferences | 2. Learning objectives: communicate effectively for patient safety
Demonstrate effective verbal and non-verbal communication for patient safety Communicate effectively in transitions in care to ensure the safety of patients Use effective written and verbal communication and communication technologies to provide safe patient care | 2. The focus is on developing interprofessional communication in environments that many novice learners would not experience before entering clinical practice |
| 3. Integration into curriculum will follow development of the VW | 3. Learner can be supported by providing opportunities for relevant, realistic simulation of learning objectives | 3. Learning activities: transport victim from collision scene to emergency room and hand victim off to trauma team | 3. Level of immersion: students must fully participate in rescue experience, and be able to conduct conversations within adopted roles (EMT team member, ER staff) |
| 4. The scenario requires students to work in interdisciplinary teams to collaboratively complete the scenario | 4. Existing simulation: can use real-world simulation with standard patients and simulated equipment | 4. Level of realism: students must be able to complete rescue tasks, communicate effectively, and feel immersed in the scenario | |
| 5. Special software: can use virtual world simulation, participants use avatars | 5. Links between simulation and reflection: students participate in a post-simulation debriefing session with instructors | ||
| 6. Simulation designed to include a debriefing after the experience to allow students to reflect on the experience |
Fig. 2Sample storyboard scene and corresponding VW scene.
Student satisfaction survey results from pilot two (Means and SDs)
| Questions | Mean |
|---|---|
| This experience has improved my interprofessional teamwork skills | 3.4 |
| The level of realism was sufficient for suspension of disbelief | 3.5 |
| The level of realism was sufficient to enable learning | 3.8 |
| I was able to apply the following knowledge and skills in completing the scenario: | |
| Knowledge of medical facts | 3.8 |
| Knowledge of relevant procedures | 3.8 |
| Communication skills | 3.4 |
| The experience was interesting and I felt engaged in the experience | 4 |
| I would recommend this experience to other learners | 4.1 |