- 1.HYBRID SIMULATION: COMBININGMULTI-METHOD SIMULATION
FOREDUCATIONAL INTERVENTIONS ANDRESEARCH PROTOCOLS
Presenters/Authors: Eric B. Bauman, Parvati Dev, Katie White, Wm.
LeRoy Heinrichs, Gerald Stapleton, Cindy Foronda, and Phil
BertulfoIMSH 2013 | Orlando, Florida
2. Disclosure(s) Eric B. Bauman, PhD, RN, Paramedic1 Associate
Director Center for SimulationExcellence, DeVry, Inc. Healthcare
Group Division Chief, EMS Blooming Grove Fire Dept. Managing Member
Clinical Playground, LLC Springer Publishing Author Adjunct Faculty
CAE Healthcare Relevant Stock CAE, Zynga, GE 3. Disclosure(s) Cindy
Foronda, PhD, RN1 Assistant Professor University of Miami School of
Nursing & Health Studies A portion of this project was
supported by funds from theDivision 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, NurseEducation Practice and
Retention, award amount of$721,912. The information or content and
conclusions arethose of the authors and should not be construed as
theofficial position or policy of, nor should any
officialendorsement be inferred by, the DN, BHPr, HRSA, DHHS,or the
US Government. 4. Disclosure(s) Gerald Stapleton, MS1 Director of
Distance Education University of Illinois School of Medicine,
Department of Medical Education Director Distance Education Katie
White, MDClinical Assistant Professor Internal Medicine University
of Iowa Carver College of Medicine University of Iowa Healthcare 5.
Disclosure(s) Parvati Dev, PhD1 Presidentand CEO Innovation in
Learning, Inc. CliniSpaceTM Wm. LeRoy Heinrichs, MD, PhD
Co-Founderand Executive Medical Director CliniSpaceTM Phil Bertulfo
Associate Director Distance Education University of Illinois,
School of Medicine, Department ofMedical Education 6. Learning
Objectives1. Learners will be introduced to terminology found in
the game- based learning movement62. Learners will be introduced to
pedagogy that supports learning occurring in game-based and virtual
environments3. Learners will be introduced to and immersed into
virtual learning environment4. Learners will be guided through
storyboarding educational experiences occurring in virtual
environments5. Learners will experience a hybrid simulation -
combining multi- method simulation 7. Overview of Main Topics
Game-Based and Virtual Environment7Terminology Game-Based and
Virtual EnvironmentPedagogy Immersion into Virtual Environments
Storyboarding the Educational Experience Multi-Method Simulation 8.
Terminology Game-Based Learning:8Learning that provides a system of
rewards foraccomplishing specific tasks and objectives.
Manygame-based learning environments also provide anarrative to
engage learners. Digital Game-based platforms use
virtualenvironments to stage the game. Not all virtual reality
environments are game-based 9. Terminology Virtual World:an
environment that hosts a synchronous digital environment,9
persistent network of people, represented as avatars,facilitated by
networked computers (Bell, 2008). Game-Based Environment:An
environment that provides a narrative and system ofrewards for
accomplishing specific tasks and objectives. Game-based platforms
use virtual environments to stagethe 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 would10 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 known for
applications like Skype or Magic Jack, where it is used in place of
a11 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. Hybrid SimulationVirtual Sim Real World Sim
Virtual Sim12Successful Hybrid Simulation uses multiple modalities
of simulation in acomplimentary way to meet facilitate a learning
experience or facet researchReal World SimVirtual SimReal World Sim
13. Pedagogy Experiential Learning (Kolb) Novice to Expert
Thinking-in-Action (Benner) The quality of the clinicians decision
making is influenced and13 improves over time based on previous
experience within the profession Thinking-on-Action&
Thinking-in-Action (Schn) Novices first learn to think on action,
reflecting on their past decision-making process or experience.
Later as students move toward 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. 14. PedagogySituated Cognition
Socially Situated Cognition (Gee) Learning and eventually practice
takes place in an inherently social context. The how,14 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 15.
Introduction to CliniSpace 15http://youtu.be/9ki8FATgJzU 16.
Introduction to OpenSim16