| Literature DB >> 25285217 |
Aaron K Vallance1, Ashish Hemani1, Victoria Fernandez2, Daniel Livingstone3, Kerri McCusker4, Maria Toro-Troconis1.
Abstract
Aims and method To develop and evaluate a novel teaching session on clinical assessment using role play simulation. Teaching and research sessions occurred sequentially in computer laboratories. Ten medical students were divided into two online small-group teaching sessions. Students role-played as clinician avatars and the teacher played a suicidal adolescent avatar. Questionnaire and focus-group methodology evaluated participants' attitudes to the learning experience. Quantitative data were analysed using SPSS, qualitative data through nominal-group and thematic analyses. Results Participants reported improvements in psychiatric skills/knowledge, expressing less anxiety and more enjoyment than role-playing face to face. Data demonstrated a positive relationship between simulator fidelity and perceived utility. Some participants expressed concern about added value over other learning methods and non-verbal communication. Clinical implications The study shows that virtual worlds can successfully host role play simulation, valued by students as a useful learning method. The potential for distance learning would allow delivery irrespective of geographical distance and boundaries.Entities:
Year: 2014 PMID: 25285217 PMCID: PMC4180983 DOI: 10.1192/pb.bp.113.044396
Source DB: PubMed Journal: Psychiatr Bull (2014) ISSN: 2053-4868
Fig 1The role play session in the virtual clinic. The teacher plays an adolescent avatar (avatar on right-hand side, facing forwards, with an overhead icon). Role-playing participants are in the clinic room; observers are watching through the ‘virtual’ one-way screen.
The stages of the 90-minute teaching session
| Teaching session stage | Process | Educational models |
|---|---|---|
| Briefing session | As ‘teacher avatar’, teacher reviews the principles | Discursive dialogue enables the teacher to elicit |
| Role play | The ‘teacher avatar’ leaves the virtual clinic; | The role play represents an episodic learning |
| Student reflection | Students write reflective notes on an electronic | Written reflection aims to facilitate learning |
| Debriefing session | The tutor facilitates a reflective discussion, guided | Learning is further facilitated through the teacher’s |
Comparing participants’ attitudes of fidelity with other attitude domain scores
| Median scores (IQR) | |||
|---|---|---|---|
| Domain scores | Uncertain/disagree/strongly disagree | Agree/strongly agree | |
| Usefulness | 13.50 (10.75-14.50) | 16.50 (15.25-19.25) | 0.02 |
| Behaviour | 11.50 (8.75-13.25) | 14.50 (14.00-18.00) | 0.02 |
| Affective | 20.00 (15.75-23.50) | 25.50 (24.00-27.00) | 0.03 |
| Control | 17.50 (16.00-19.00) | 24.50 (21.50-26.75) | 0.01 |
| General attitude | 62.00 (55.75-68.50) | 80.00 (76.25-90.50) | 0.01 |
IQR, interquartile range.
‘The graphics/visuals were sufficient to make the role play appear realistic enough’.
In comparison between the two groups, using two-tailed Mann-Whitney statistical analysis.
‘Top ten’ themes - positive (coloured) and negative - generated, voted, ranked and ordered by the nominal group
| Rank | Themes generated | Domain | Total score | Participants rating |
|---|---|---|---|---|
| 1 | Lack of avatar realism, especially limited/stereotyped body language, | Sim | 57 | 7 |
| 2 | Conducting the role play in Second Life reduced stress/worry, which eased | Affect | 35 | 5 |
| 3 | Second Life could facilitate distance learning - students and (expert) | Utility | 32 | 4 |
| 4 | Audio delay on Second Life resulted in participants talking over each other | Op | 23 | 4 |
| 4 | Second Life increases potential to act disinhibited (e.g. changing avatar’s | Sim | 23 | 4 |
| 6 | Role-playing on Second Life does not add value compared with existing | Limitation | 19 | 2 |
| 7 | Second Life provided a useful conceptual barrier between teacher and | Sim | 24 | 6 |
| 8 | Second Life would allow teaching to be flexible in terms of space (allows for | Utility | 21 | 5 |
| 9 | Role-playing in Second Life was interactive and more fun than role-playing | Affect | 21 | 4 |
| 10 | Compared with interacting in real life, it was harder to maintain | Sim | 16 | 3 |
| 10 | Conducting the session in the same physical room meant you could hear | Sim | 16 | 2 |
Op, operational issues; Sim, aspects of simulation.
Domains were defined retrospectively by the subsequent thematic analysis.