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Playing games, Saving Lives: An Analysis of serious Games for Nursing Tanya Pobuda, BJourn, PMP, MA ProCom, PhD Student Ryerson University, Communication & Culture May 30, 2017 1
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An Analysis of serious Games for Nursing Saving Lives ...

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Page 1: An Analysis of serious Games for Nursing Saving Lives ...

Playing games,

Saving Lives:

An Analysis of serious Games for Nursing

Tanya Pobuda, BJourn, PMP, MA ProCom, PhD Student

Ryerson University, Communication & Culture

May 30, 2017

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Tanya Pobuda

Tanyapobudaphd.wordpress.com

@PobudaTanya

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1.

What’s a serious game?

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““...explicit and carefully thought-out

educational purpose and are not intended to be played primarily for

amusement.” (Abt, 1970, p. 12)

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Industry applications

● Used in military, healthcare, education

● Tow Two Missile Launcher training drills

Photo Source: MilitaryFactory.com 6

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Annetta (2010) I’s Have It

Identity Immersion Interactivity Increasing Complexity

Annetta (2010) “The I’s Have It” p. 107

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Annetta (2010) I’s Have It

Informed Instruction

Instructional Environment

Annetta (2010) “The I’s Have It” p. 107

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Identity

● Unique individual in the environment● Avatar creation● Personal relationships● Part of politics & projects

Immersion● Clear goals● Immediate feedback● Control over game play

Interactivity

● Social interactions● Verbal cues (written, spoken)● Visual cues ( nonverbal)● Visual and auditory stimuli

Increased Complexity

● Multiple levels● Competitive● Explicit rules● Rewards for achievements

Informed Instruction ● In-game and classroom tools to support debrief, coaching, troubleshooting

Instructional Environment ● Course, class, assignments, additional learning opportunities

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Photo Credit: Jesse Orrico, CC0 1.0

Universal (CC0 1.0)

Cherry Ames Unofficial Web Site,

Retrieved from

http://cherryames.seriesbooks.info/

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Serious Game 1: Post-Op Pediatric Clinical Simulation

Case Study

Serious Game 2: Therapeutic Communication and Mental Health Assessment, Skills Practice: A Home Visit

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Post-Op Pediatric Clinical Simulation, Ryerson University,

Retrieved from https://de.ryerson.ca/sg1/index.html

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Therapeutic Communication and Mental

Health Assessment, Skills Practice: A

Home Visit, Ryerson University,

Retrieved from

https://de.ryerson.ca/sg2/game.html#/

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Research Questions

✘ RQ1: What key design elements did the healthcare educators and technologists who created the games prioritize in the final design?

✘ RQ2: What design elements from Annetta’s (2010) framework were included in these games?

✘ RQ3: How does the actual design of these serious games, and the perspectives of the games’ creators compare to the Annetta (2010) conceptual framework?

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Subject 1 Healthcare educator, nurse May 25, 2017

Subject 2 Healthcare educator, nurse May 26, 2017

Subject 3 Technologist June 29, 2017

Subject 4 Technologist July 10, 2017

Primary Interviews

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Annetta (2010) I’s FrameworkTo what extent are the I’s present?

Method of Analysis

Experiential Learning Theory (ELT)Considers learning as a process that requires hands-on and concrete experiences as imperative parts of the creation of knowledge

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ELT “Learning Cycle”

Concrete experience (CE)

Reflective observation (RO)

Active experimentation

(AE)

Abstract conceptualization

(AC)

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Identity?

● Player is “Ann” a community nurse

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Therapeutic Communication and Mental Health

Assessment, Skills Practice: A Home Visit,

Ryerson University, Retrieved from

https://de.ryerson.ca/sg2/game.html#/

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Immersion?

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Interactivity?

● Strong, visceral interactions in Home Visit

Home Visit, Ryerson Open Learning Portal

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Content Analysis of Transcripts

✘ Manual coding of the 4 transcripts in Google Docs✘ Coding in CATMA.de✘ Manual counts of words associated with the 6 I’s✘ For example, Interactivity was found in words such as Irina, Joseph,

Sasha, dialogue, interactions, speaking, talk, actors, actresses, dramatic, emotional, pain, sad, “sucked in”drama, anger, empathy, scared, patients, acting, acts, tremble

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Research Questions

✘ RQ1: What key design elements did the healthcare educators and technologists who created the games prioritize in the final design?

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Interview Analysis

increased complexity (32)

instructional environment (87)

identity (103)

immersion (160)informed instruction (32)

interactivity (279)

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Identity

● Unique individual in the environment● Avatar creation● Personal relationships● Part of politics & projects

1011

Immersion● Clear goals● Immediate feedback● Control over game play

111

Interactivity

● Social interactions● Verbal cues (written, spoken)● Visual cues ( nonverbal)● Visual and auditory stimuli

1111

Increased Complexity

● Multiple levels● Competitive● Explicit rules● Rewards for achievements

0011

Informed Instruction

● In-game and classroom tools to support debrief, coaching, troubleshooting 1

Instructional Environment

● Course, class, assignments, additional learning opportunities 1

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Research Questions

✘ RQ2: What design elements from Annetta’s (2010) framework were included in these games?

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Research Questions

✘ RQ3: How does the actual design of these serious games, and the perspectives of the games’ creators compare to the Annetta (2010) conceptual framework?

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Emergent Themes

Immersive Real-World Experiences: An effort to replicate the affordances of live simulation

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Subject 3: Realism & Interactivity

“...Everyone commented on how real it was, they felt like they were in movie, there was suspense. There were a lot of emotions, that came out, it brought out emotions, it got them involved. It was immersive.”

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Subject 1: Realism & Interactivity

“...they are going to be sucked in by what she (Irina in Home Visit) says. That is part of who we (as nurses) are…”

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Emergent Themes

Always-On, Replayable Design. Allow students to try and fail, or experiment with different approaches in the game.

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Subject 1: Always-On, Replayable Design

“...“...and all of my students do it and they get .05 of their mark for doing it, and another year they didn’t lose even one per cent for not doing it.”

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Discussion: ELT “Learning Cycle”

Concrete experience (CE)

Reflective observation (RO)

Active experimentation

(AE)

Abstract conceptualization

(AC)

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Discussion: Serious Games & “Learning Cycle”

Drive for realism, ‘hands-on’

Debrief, discussion

24/7 ability to replay

Links to nursing best practices

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““Video games motivate learning

by challenging and providing curiosity, beauty, fantasy, fun,

and social recognition.”Annetta, 2008, p.

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thanks!

Any questions?

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References

✘ Abt, C.C., (1970). Serious Games. The Viking Press, New York, NY, USA, 1970

✘ Bryman, A., Bell, E. & Teevan, J. (2015). Social Research Methods. Oxford University Press. pp. 258-263

✘ Annetta, Leonard A. (2010). The I’s Have It: A Framework for Serious Educational Game Design. Review of General Psychology, 14(2), pp. 205-242. http://dx.doi.org/10.1037/a0018985

✘ Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229-239. doi:10.1080/00405840802153940

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References

✘ Hainey, T., Connolly, T.M., Boyle, E.A., MacArthur, E., & Boyle, J.M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), pp. 661-686. https://doi:10.1016/j.compedu.2012.03.004

✘ Laamarti, Fedwa, Eid, Mohamad, El Saddik, Abdulmotaleb. (2014). An Overview of Serious Games. International Journal of Computer Games Technology, 2014, 15 pages http://dx.doi.org/10.1155/2014/358152

✘ Huizinga, J. (1955). Homo ludens: A study of the play-element in culture Beacon Press.

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References

✘ Lean, Jonathan, Moizer and Jonathan, Newbery, Robert. (2014). Enhancing the impact of online simulations through blended learning: A critical incident approach. Education & Training, 56(2/3) pp. 208-213

✘ MacKenzie, D. and Wajcman, J., Introductory essay: The Social shaping of Technology. MacKenzie, D and Wajcman, J., eds. (1999) The Social Shaping of Technology. 2nd ed., Open University Press, Buckingham, UK. pp. 5-47

✘ Marklund, Björn. Alklind Taylor, Anna-Sofia. (2016). Educational Games in Practice: The challenges involved in conducting a game-based curriculum. Electronic Journal of E-Learning, 14(2), pp. 123-134

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References

✘ Merschbrock, Christoph, Lassen, Ann Karina, Tollnes, Tor, Munkvold, Bjørn Erik. (2016). Serious games as a virtual training ground for relocation to a new healthcare facility. Facilities, 34(13/14), pp. 788-808

✘ Nursing Assistant Registered, Retrieved from http://cnagame.org/ Retrieved on March 24, 2017

✘ Reigeluth, Charles. Beatty, Brian J. Myers, Rodney D. (2017). Instructional-Design Theories andModels: TheLearner-Centred Paradigm of Education. Vol. IV. Routledge, New York, 2017, pp. 205-242., pp. 243-265

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References

✘ Petranek, C.F., Corey, S. and Black, R., (1992). Three levels of learning in simulations: participating, debriefing and journal writing. Simulation & Gaming, 23(2) pp. 174-185. https://doi.org/10.1177/1046878192232005

✘ Nursing Assistant Registered, Retrieved from http://cnagame.org/ Retrieved on March 24, 2017

✘ Reigeluth, Charles. Beatty, Brian J. Myers, Rodney D. (2017). Instructional-Design Theories and Models: The Learner-Centred Paradigm of Education. Vol. IV. Routledge, New York, 2017, pp. 205-242., pp. 243-265

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References

✘ Pinch, Trevor J., Bijker, Wiebe E. (1984). The Social Construction of Facts and Artefacts: or How the Sociology of Science and the Sociology of Technology Might Benefit Each Other. Social Studies of Science, 14(3), pp. 399-441 doi: https://doi.org/10.1177/030631284014003004

✘ Pulman, A, Shufflebottom, M. (2009). A Virtual Infection Control Simulation: The Development of A Serious Game in the Healthcare Sector. Serious Games on the Move. Brand, Anthony, Petrovic, Otto, (ed.), Springer, New York, pp. 43-53

✘ Saunder, L., & Berridge, E. (2015). Immersive simulated reality scenarios for enhancing students' experience of people with learning disabilities across all fields of nurse education. Nurse Education in Practice, 15(6), 397-402. doi:http://dx.doi.org/10.1016/j.nepr.2015.04.007

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References

✘ Skills Practice: A Home Visit, Therapeutic Communication and Mental Health Assessment, (2015) Retrieved from https://de.ryerson.ca/sg2/game.html#/ Retrieved on Feb. 17, 2017

✘ Strzalkowski, T., & Symborski, C. (2017;2016;). Lessons learned about serious game design and development. Games and Culture, 12(3), 292-298. doi:10.1177/1555412016673524

✘ Zyda, M. (2005). From Visual Simulation to Virtual Reality to Games. Computer, 38(9), 25-32. https://doi:10.1109/MC.2005.297

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