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Hybrid	
  Clinical	
  EducaFon:	
  	
  
                   Games,	
  Sims,	
  and	
  Augmented	
  Reality                                    ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  




                               Eric	
  B.	
  Bauman,	
  PhD	
  
                                             RN,	
  Paramedic	
  
                               Clinical	
  Playground,	
  LLC	
  
                             DeVry	
  Inc	
  -­‐	
  	
  Healthcare	
  Group	
  


     ebauman@clinicalplayground.com	
                                @bauman1967	
          Clinical	
  Playground	
  LLC	
  




                       . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
June	
  2012	
                                Games	
  for	
  Health	
  Conference	
             www.gamesforhealth.org	
  
Professional	
  AffiliaFons	
  	
  
                              Disclosures/Conflict	
  of	
  Interest	
  	
  

DeVry	
  Inc.,	
  Healthcare	
  Group	
  
             •  Associate	
  Director	
  For	
  SimulaFon	
  –	
  Center	
  for	
  SimulaFon	
  Excellence	
  	
  
Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
Managing	
  Member	
  –	
  Forensic	
  AnalyFcs,	
  LLC	
  
Games+Learning+Society	
  
             •  Affiliate	
  
Society	
  for	
  SimulaFon	
  in	
  Healthcare	
  (SSH)	
  
             •  Chair	
  –	
  Website	
  Commi]ee	
  
             •  Co-­‐Chair	
  	
  –	
  Serious	
  Games	
  and	
  Virtual	
  Environments	
  Special	
  Interest	
  Group	
  	
  
Springer	
  –	
  contract	
  for	
  forthcoming	
  book	
  on	
  Game-­‐Based	
  learning	
  and	
  Clinical	
  EducaFon	
  
Adjunct	
  Faculty	
  –	
  CAE	
  Healthcare	
  
Relevant	
  Stock	
  –	
  CAE,	
  Zynga,	
  Pfizer,	
  GE	
  



       June	
  2012	
  
                                . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                                www.gamesforhealth.org	
  
                                                                                                                   ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  
Latest	
  Project	
  and	
  Life’s	
  Work	
  
                                                                                                           ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  




                                       E.B.	
  BAUMAN	
       M.	
  WOLFENSTEIN	
             B.	
  DEVANE	
                           P.	
  KATO	
  




                                   P.	
  RALSTON-­‐BERG	
           M.	
  LARA	
           A.	
  BARCLAY	
                    B.	
  BRYANT	
  




                                           M.	
  GAYDOS	
            G.	
  STAPLETON	
        R.	
  PYBURN	
                   M.J.	
  TRAPANI	
  
June	
  2012	
                                                                                         www.gamesforhealth.org	
  
What	
  I	
  am	
  Playing
                                                                       ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  




June	
  2012	
           Games	
  for	
  Health	
  Conference	
     www.gamesforhealth.org	
  
Objectives
                                                                                                      ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


Situate	
  the	
  terms	
  Augmented	
  Reality	
  and	
  Game-­‐Based/Virtual	
  Reality	
  for	
  the	
  context	
  
of	
  clinical	
  educaFon	
  

Define	
  Hybrid	
  Clinical	
  EducaFon	
  using	
  SimulaFon,	
  Virtual	
  Reality,	
  Game-­‐Based	
  
Learning	
  and	
  tradiFonal	
  teaching	
  techniques	
  	
  

Provide	
  examples	
  of	
  Hybrid	
  EducaFonal	
  and	
  Research	
  opportuniFes	
  	
  

Provide	
  Fps	
  about	
  how	
  to	
  situate	
  your	
  discussion	
  when	
  introducing	
  tradiFonal	
  clinical	
  
educators	
  to	
  game-­‐based	
  and	
  hybrid	
  educaFon	
  




                 June	
  2012	
                    Games	
  for	
  Health	
  Conference	
          www.gamesforhealth.org	
  
R.	
  KYLE	
  
Augmented	
  Reality
                                                                                              ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  




                    Augmented	
  reality	
  supplements	
  
                     the	
  real-­‐world	
  such	
  that	
  actual	
  
                    objects	
  exisFng	
  in	
  the	
  real-­‐world	
  
                      appear	
  to	
  coexist	
  with	
  virtual	
  
                      objects,	
  computer	
  generated	
  
                   images	
  that	
  are	
  representaFons	
  of	
  
                                 actual	
  objects.	
  

                      (Azuma,	
  Behringer,	
  Feiner,	
  Julier,	
  and	
  MacIntyre	
  2001;	
  Bauman,	
  2012)	
  	
  

                          (Univ.	
  of	
  Pi]sburgh	
  SimulaFon	
  &	
  Medical	
  Technology	
  Center)	
  



June	
  2012	
                                                                           www.gamesforhealth.org	
  
Game-­‐Based	
  &	
  Virtual	
  Reality
                                                                                                                 ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  




Virtual	
  worlds:	
  an	
  environment	
  that	
  hosts	
  a	
  synchronous	
  digital	
  environment,	
  persistent	
  network	
  
of	
  people,	
  represented	
  as	
  avatars,	
  facilitated	
  by	
  networked	
  computers	
  (Bell,	
  2008)	
  

Game-­‐based	
  pla3orm:	
  An	
  environment	
  that	
  provides	
  a	
  narraFve	
  and	
  system	
  of	
  rewards	
  for	
  
accomplishing	
  specific	
  tasks	
  and	
  objecFves.	
  Game-­‐based	
  planorms	
  use	
  virtual	
  environments	
  to	
  
stage	
  the	
  game.	
  Not	
  all	
  virtual	
  reality	
  environments	
  are	
  game-­‐based	
  (Bauman,	
  2010,	
  p.	
  186).	
  


       June	
  2012	
                                    Games	
  for	
  Health	
  Conference	
               www.gamesforhealth.org	
  
Hybrid	
  Training	
  and	
  SimulaFon	
  using	
  Games	
  
                                                                                                                 ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                                   EducaFonal	
  IntervenFons:	
  Virtual	
  to	
  Real/Augmented	
  World	
  




                                                                                                        Students	
  
                                         PC	
                                         PC	
  




                         NPC	
                         PC	
                 NPC	
                                           Mannikin	
  


In-­‐World	
  Single	
  Player	
  Challenge	
   In-­‐World	
  MulF	
  Player	
  Challenge	
              Face-­‐to-­‐Face	
  Real	
  
                                                                                                         World	
  Follow-­‐up	
  


      June	
  2012	
                   h]p://www.youtube.com/watch?v=LwihSs5ISrk&feature=youtu.be	
         www.gamesforhealth.org	
  
Hybrid	
  Training	
  and	
  SimulaFon	
  using	
  Games	
  
                                                                                                     ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                           EducaFonal	
  Research	
  –	
  Virtual	
  World	
  IntervenFon	
  




Face-­‐to-­‐Face	
  Experience	
              Virtual	
  World	
  Serves	
  as	
  	
     Face-­‐to-­‐Face	
  Experience	
  
           (Pretest)	
                        EducaFonal	
  IntervenFon	
                         (Pos]est)	
  




  June	
  2012	
                                                                                  www.gamesforhealth.org	
  
Hybrid	
  Training	
  and	
  SimulaFon	
  using	
  Games	
  
                                                                                                 ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                          EducaFonal	
  Research	
  –	
  Real	
  World	
  IntervenFon	
  




Game-­‐Based	
  Experience	
              Real	
  World	
  IntervenFon	
              Game-­‐Based	
  Experience	
  
        (Pretest)	
                                                                           (Pos]est)	
  




 June	
  2012	
                                                                               www.gamesforhealth.org	
  
Tips	
  for	
  Introducing	
  Game-­‐Based	
  Learning
                                                                                                            ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                         Game	
  should	
  be	
  introduced	
  as	
  a	
  synergisFc	
  technique!	
  




June	
  2012	
                                                                                           www.gamesforhealth.org	
  
Tips	
  for	
  Introducing	
  Game-­‐Based	
  Learning
                                                                                                                  ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                               Game	
  should	
  be	
  introduced	
  as	
  a	
  synergisFc	
  technique!	
  
Games	
  as	
  an	
  interacFve	
  component	
  to	
  enhance	
  and	
  situate	
  content	
  that	
  has	
  
tradiFonally	
  been	
  provided	
  in	
  a	
  staFc	
  manner.	
  This	
  encompasses	
  most	
  didacFc	
  content	
  
delivery	
  models	
  	
  

Provides	
  the	
  opportunity	
  to	
  provide	
  consistent	
  experiences	
  for	
  all	
  students/learners	
  –	
  
provides	
  the	
  standardizaFon	
  of	
  curricula	
  that	
  many	
  insFtuFons	
  claim,	
  but	
  have	
  li]le	
  if	
  
any	
  control	
  over	
  

Provides	
  opportuniFes	
  for	
  experiences	
  not	
  available	
  in	
  actual	
  clinical	
  encounters	
  or	
  
encounters	
  found	
  in	
  mannikin	
  or	
  standardized	
  pa<ent	
  laboratories	
  

Reframe	
  your	
  discussion	
  in	
  terms	
  of	
  honest	
  Return	
  on	
  Investment	
  	
  (ROI)	
  

Understand	
  that	
  your	
  end-­‐user	
  is	
  not	
  the	
  student,	
  but	
  the	
  teacher	
  who	
  will	
  used	
  game-­‐
based	
  intervenFons/products	
  to	
  great	
  a	
  designed	
  experience	
  for	
  the	
  student	
  	
  
      June	
  2012	
                                                                                           www.gamesforhealth.org	
  
QuesFons?	
  
                                                     ©Bauman	
  2012	
  	
  Rights	
  Reserved	
  




                   June	
  2012	
             www.gamesforhealth.org	
  
R.	
  Kyle	
   Flux	
  
Aeon	
  
Thank	
  You!
                                                                                            ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  


                                        Eric	
  B.	
  Bauman	
  




 June	
  12-­‐14,	
  2013	
                                                       November	
  5-­‐6,	
  2012	
  
            Boston,	
  MA	
                                                       www.gamesforhealtheurope.org	
  




Ask	
  me	
  about	
  how	
  you	
  can	
  Par<cipate	
  in	
  the	
  IMSH	
  Serious	
  Games	
  
                              Arcade	
  and	
  Compe<<on	
  

 June	
  2012	
                        Games	
  for	
  Health	
  Conference	
           www.gamesforhealth.org	
  
Selected	
  References	
  &	
  Recommended	
  Readings	
  
                                                                                                                                                                                                                                                                                                                                                                                                                ©Bauman	
  2012	
  All	
  Rights	
  Reserved	
  
Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simulaFon	
  in	
  healthcare.	
  Ph.D.	
  dissertaFon,	
  The	
  University	
  of	
  Wisconsin-­‐Madison,	
  United	
  States.	
  DissertaFons	
  &	
  Thesis	
  @	
  CIC	
  InsFtuFons	
  database.	
  (PublicaFon	
  no.	
  AAT	
  3294196)	
  	
  

Bauman,	
  E.	
  B.	
  (2012).	
  Game-­‐based	
  Teaching	
  and	
  Simula:on	
  in	
  Nursing	
  &	
  Healthcare.	
  New	
  York,	
  NY:	
  Springer	
  Publishing	
  Company.	
  	
  


Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educaFon.	
  In	
  Gaberson,	
  K.B.,	
  &	
  Oermann,	
  M.H.	
  (Eds)	
  Clinical	
  teaching	
  strategies	
  in	
  nursing	
  educa:on	
  (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	
  construc:vist	
  approaches.	
  IGI	
  Global.	
  	
  

Bauman,	
  E.B.,	
  Joffe,	
  A.M.,	
  Lenz,	
  L.,	
  Hetzel,	
  S.J.,	
  DeVries,	
  S.A.,	
  Seider,	
  S.P.	
  (2010).	
  An	
  evaluaFon	
  of	
  bag-­‐valve-­‐mask	
  venFlaFon	
  using	
  an	
  ergonomically	
  designed	
  face-­‐mask	
  among	
  novice	
  users:	
  a	
  simulaFon-­‐based	
  pilot	
  study.	
  Resuscita:on	
  81(2010),	
  1161-­‐1165,	
  doi:	
  10.1016/j.resuscitaFon.2010.05.005.	
  	
  

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

Benner,	
  P.,	
  Tanner,	
  C.,	
  &	
  Chesla,	
  C.	
  (2009).	
  Exper:se	
  in	
  nursing:	
  Caring,	
  clinical	
  judgment,	
  and	
  ethics.	
  New	
  York:	
  Springer	
  Publishing	
  Company	
  	
  

Culhane-­‐Pera,	
  K.A.,	
  Reif,	
  C.,	
  Egli,	
  E.,	
  Baker,	
  N.J.,	
  and	
  Kassekert	
  (1997).	
  A	
  curriculum	
  for	
  mulFcultural	
  educaFon	
  in	
  family	
  medicine.	
  Family	
  Medicine,	
  29(10),	
  719-­‐723.	
  

Ewy,	
  G.	
  (2007).	
  Cardiac	
  arrest—guideline	
  changes	
  urgently	
  needed.	
  Lancet,	
  369(1),	
  882-­‐884.	
  

Faragher,	
  J.F.,	
  Boese,	
  T.,	
  &	
  Decker,	
  S.,	
  Sando,	
  C.	
  (2011).	
  Standards	
  of	
  best	
  pracFce:	
  SimulaFon.	
  Simula:on	
  in	
  Nursing,	
  7(4),	
  S1-­‐S20.	
  


Fitz-­‐Walter,	
  Z.	
  (2012).	
  h]p://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/GamificaFon_Thoughts_on_definiFon_and_design.php	
  

Games,	
  I.	
  and	
  Bauman,	
  E.	
  (2011)	
  Virtual	
  worlds:	
  An	
  environment	
  for	
  cultural	
  sensiFvity	
  educaFon	
  in	
  the	
  health	
  sciences.	
  	
  Interna:onal	
  Journal	
  of	
  Web	
  Based	
  Communi:es	
  7(2).	
  	
  

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

Gore,	
  T.,	
  Van	
  Gele,	
  P.,	
  Ravert,	
  P.,	
  &	
  Mabire,	
  C.	
  (2012).	
  A	
  Survey	
  of	
  INACSL	
  membership	
  about	
  simulaFon	
  use.	
  Clinical	
  Simula:on	
  in	
  Nursing,	
  8(4),	
  e125-­‐e133.	
  

Jenson,	
  M.	
  (2012).	
  Engaging	
  the	
  learner:	
  GamificaFon	
  strives	
  to	
  keep	
  the	
  user’s	
  interest.	
  T	
  &D,	
  	
  January,	
  2012,	
  41-­‐44.	
  


Kanto-­‐SOS	
  Study	
  Group	
  (2007).	
  Cardiopulmonary	
  resuscitaFon	
  by	
  bystanders	
  with	
  chest	
  compression	
  only	
  (SOS-­‐KANTO):	
  an	
  observaFonal	
  study.	
  Lancet,	
  369(1),	
  920-­‐926.	
  

Kellum,	
  M.,	
  Kennedy,	
  K.W.,	
  Ewy,	
  G.	
  (2006).	
  Cardiocerebral	
  ResuscitaFon	
  Improves	
  Survival	
  ofPaFents	
  with	
  Out-­‐of-­‐Hospital	
  Cardiac	
  Arrest.	
  The	
  American	
  Journal	
  of	
  Medicine.	
  119(4),	
  335-­‐349.	
  


Kolb,	
  D.	
  (1984).	
  ExperienFal	
  learning:	
  Experience	
  as	
  the	
  source	
  of	
  learning	
  and	
  development.	
  	
  Upper	
  Saddle	
  River,	
  NJ:	
  PrenFce	
  Hall.	
  

Larew,	
  C.,	
  Lessans,	
  S.,	
  Spunt,	
  D.,	
  Foster,	
  D.,	
  &	
  Covington,	
  B.	
  (2006).	
  InnovaFons	
  in	
  clinical	
  simulaFon:	
  ApplicaFon	
  of	
  Benner's	
  theory	
  in	
  an	
  interacFve	
  paFents	
  care	
  simulaFon.	
  Nursing	
  Educa:on	
  Perspec:ves,	
  27(1),	
  16-­‐21.	
  	
  


Nursing	
  Midwifery	
  Council	
  (2007).	
  Nursing	
  and	
  Midwifery	
  Council	
  Circular,	
  36(2007),	
  United	
  Kingdom.	
  

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

Popkewitz,	
  T.	
  (2007).	
  CosmopoliFanism	
  and	
  the	
  age	
  of	
  school	
  reform:	
  science,	
  educaFon	
  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	
  reflec:ve	
  prac::oner:	
  How	
  professionals	
  think	
  in	
  ac:on.	
  New	
  York:	
  	
  Basic	
  Books.	
  

Skiba,	
  D.	
  J.	
  (2009).	
  Nursing	
  educaFon	
  2.0:	
  A	
  second	
  look	
  at	
  Second	
  Life.	
  Nursing	
  Educa:on	
  Perspec:ves,	
  30,	
  129-­‐131.	
  

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

Squire,	
  K.,	
  Giovane]o,	
  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.	
  

Tervalon,	
  M.	
  and	
  Murray-­‐Garcia,	
  J.	
  (1998).	
  Cultural	
  humility	
  versus	
  cultural	
  competence:	
  A	
  criFcal	
  disFncFon	
  in	
  defining	
  physician	
  training	
  outcomes	
  in	
  mulFcultural	
  educaFon.	
  Journal	
  of	
  Health	
  Care	
  for	
  the	
  Poor	
  and	
  Underserved,	
  9(2),	
  117-­‐125.	
  	
  

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

Utah	
  AdministraFve	
  Code,	
  Nurse	
  PracFce	
  Act,	
  Rule	
  R156-­‐31b,	
  SecFon	
  E,	
  Sub	
  ii.	
  Accessed	
  electronically	
  01/15/2012	
  

Wisconsin	
  Department	
  of	
  Health	
  Services,	
  WMS	
  SecFon	
  (2011).	
  Wisconsin	
  Standardized	
  Paramedic	
  Curriculum.	
  




                            June	
  2012	
                                                                                                                                                                                                                                                                                                                                                           www.gamesforhealth.org	
  
Contact	
  InformaFon	
  

                                             Eric	
  B.	
  Bauman,	
  PhD	
  
                                       ebauman@clinicalplayground.com	
  
                                          www.clinicalplayground.com	
  
                                    h]p://www.linkedin.com/in/ericbbauman	
  
                                      h]p://www.slideshare.net/ebauman	
  


Clinical	
  Playground	
  LLC	
  
                                                                                          @bauman1967	
  




            June	
  2012	
                                               www.gamesforhealth.org	
  

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Hybrid Clinical Education © Bauman 2012 All Rights Reserved

  • 1. Hybrid  Clinical  EducaFon:     Games,  Sims,  and  Augmented  Reality ©Bauman  2012  All  Rights  Reserved   Eric  B.  Bauman,  PhD   RN,  Paramedic   Clinical  Playground,  LLC   DeVry  Inc  -­‐    Healthcare  Group   ebauman@clinicalplayground.com   @bauman1967   Clinical  Playground  LLC   .  .  .  .  .  .  .  .  .  .  .               June  2012   Games  for  Health  Conference   www.gamesforhealth.org  
  • 2. Professional  AffiliaFons     Disclosures/Conflict  of  Interest     DeVry  Inc.,  Healthcare  Group   •  Associate  Director  For  SimulaFon  –  Center  for  SimulaFon  Excellence     Managing  Member  –  Clinical  Playground,  LLC   Managing  Member  –  Forensic  AnalyFcs,  LLC   Games+Learning+Society   •  Affiliate   Society  for  SimulaFon  in  Healthcare  (SSH)   •  Chair  –  Website  Commi]ee   •  Co-­‐Chair    –  Serious  Games  and  Virtual  Environments  Special  Interest  Group     Springer  –  contract  for  forthcoming  book  on  Game-­‐Based  learning  and  Clinical  EducaFon   Adjunct  Faculty  –  CAE  Healthcare   Relevant  Stock  –  CAE,  Zynga,  Pfizer,  GE   June  2012   .  .  .  .  .  .  .  .  .  .  .               www.gamesforhealth.org   ©Bauman  2012  All  Rights  Reserved  
  • 3. Latest  Project  and  Life’s  Work   ©Bauman  2012  All  Rights  Reserved   E.B.  BAUMAN   M.  WOLFENSTEIN   B.  DEVANE   P.  KATO   P.  RALSTON-­‐BERG   M.  LARA   A.  BARCLAY   B.  BRYANT   M.  GAYDOS   G.  STAPLETON   R.  PYBURN   M.J.  TRAPANI   June  2012   www.gamesforhealth.org  
  • 4. What  I  am  Playing ©Bauman  2012  All  Rights  Reserved   June  2012   Games  for  Health  Conference   www.gamesforhealth.org  
  • 5. Objectives ©Bauman  2012  All  Rights  Reserved   Situate  the  terms  Augmented  Reality  and  Game-­‐Based/Virtual  Reality  for  the  context   of  clinical  educaFon   Define  Hybrid  Clinical  EducaFon  using  SimulaFon,  Virtual  Reality,  Game-­‐Based   Learning  and  tradiFonal  teaching  techniques     Provide  examples  of  Hybrid  EducaFonal  and  Research  opportuniFes     Provide  Fps  about  how  to  situate  your  discussion  when  introducing  tradiFonal  clinical   educators  to  game-­‐based  and  hybrid  educaFon   June  2012   Games  for  Health  Conference   www.gamesforhealth.org   R.  KYLE  
  • 6. Augmented  Reality ©Bauman  2012  All  Rights  Reserved   Augmented  reality  supplements   the  real-­‐world  such  that  actual   objects  exisFng  in  the  real-­‐world   appear  to  coexist  with  virtual   objects,  computer  generated   images  that  are  representaFons  of   actual  objects.   (Azuma,  Behringer,  Feiner,  Julier,  and  MacIntyre  2001;  Bauman,  2012)     (Univ.  of  Pi]sburgh  SimulaFon  &  Medical  Technology  Center)   June  2012   www.gamesforhealth.org  
  • 7. Game-­‐Based  &  Virtual  Reality ©Bauman  2012  All  Rights  Reserved   Virtual  worlds:  an  environment  that  hosts  a  synchronous  digital  environment,  persistent  network   of  people,  represented  as  avatars,  facilitated  by  networked  computers  (Bell,  2008)   Game-­‐based  pla3orm:  An  environment  that  provides  a  narraFve  and  system  of  rewards  for   accomplishing  specific  tasks  and  objecFves.  Game-­‐based  planorms  use  virtual  environments  to   stage  the  game.  Not  all  virtual  reality  environments  are  game-­‐based  (Bauman,  2010,  p.  186).   June  2012   Games  for  Health  Conference   www.gamesforhealth.org  
  • 8. Hybrid  Training  and  SimulaFon  using  Games   ©Bauman  2012  All  Rights  Reserved   EducaFonal  IntervenFons:  Virtual  to  Real/Augmented  World   Students   PC   PC   NPC   PC   NPC   Mannikin   In-­‐World  Single  Player  Challenge   In-­‐World  MulF  Player  Challenge   Face-­‐to-­‐Face  Real   World  Follow-­‐up   June  2012   h]p://www.youtube.com/watch?v=LwihSs5ISrk&feature=youtu.be   www.gamesforhealth.org  
  • 9. Hybrid  Training  and  SimulaFon  using  Games   ©Bauman  2012  All  Rights  Reserved   EducaFonal  Research  –  Virtual  World  IntervenFon   Face-­‐to-­‐Face  Experience   Virtual  World  Serves  as     Face-­‐to-­‐Face  Experience   (Pretest)   EducaFonal  IntervenFon   (Pos]est)   June  2012   www.gamesforhealth.org  
  • 10. Hybrid  Training  and  SimulaFon  using  Games   ©Bauman  2012  All  Rights  Reserved   EducaFonal  Research  –  Real  World  IntervenFon   Game-­‐Based  Experience   Real  World  IntervenFon   Game-­‐Based  Experience   (Pretest)   (Pos]est)   June  2012   www.gamesforhealth.org  
  • 11. Tips  for  Introducing  Game-­‐Based  Learning ©Bauman  2012  All  Rights  Reserved   Game  should  be  introduced  as  a  synergisFc  technique!   June  2012   www.gamesforhealth.org  
  • 12. Tips  for  Introducing  Game-­‐Based  Learning ©Bauman  2012  All  Rights  Reserved   Game  should  be  introduced  as  a  synergisFc  technique!   Games  as  an  interacFve  component  to  enhance  and  situate  content  that  has   tradiFonally  been  provided  in  a  staFc  manner.  This  encompasses  most  didacFc  content   delivery  models     Provides  the  opportunity  to  provide  consistent  experiences  for  all  students/learners  –   provides  the  standardizaFon  of  curricula  that  many  insFtuFons  claim,  but  have  li]le  if   any  control  over   Provides  opportuniFes  for  experiences  not  available  in  actual  clinical  encounters  or   encounters  found  in  mannikin  or  standardized  pa<ent  laboratories   Reframe  your  discussion  in  terms  of  honest  Return  on  Investment    (ROI)   Understand  that  your  end-­‐user  is  not  the  student,  but  the  teacher  who  will  used  game-­‐ based  intervenFons/products  to  great  a  designed  experience  for  the  student     June  2012   www.gamesforhealth.org  
  • 13. QuesFons?   ©Bauman  2012    Rights  Reserved   June  2012   www.gamesforhealth.org   R.  Kyle   Flux   Aeon  
  • 14. Thank  You! ©Bauman  2012  All  Rights  Reserved   Eric  B.  Bauman   June  12-­‐14,  2013   November  5-­‐6,  2012   Boston,  MA   www.gamesforhealtheurope.org   Ask  me  about  how  you  can  Par<cipate  in  the  IMSH  Serious  Games   Arcade  and  Compe<<on   June  2012   Games  for  Health  Conference   www.gamesforhealth.org  
  • 15. Selected  References  &  Recommended  Readings   ©Bauman  2012  All  Rights  Reserved   Bauman,  E.  (2007).  High  fidelity  simulaFon  in  healthcare.  Ph.D.  dissertaFon,  The  University  of  Wisconsin-­‐Madison,  United  States.  DissertaFons  &  Thesis  @  CIC  InsFtuFons  database.  (PublicaFon  no.  AAT  3294196)     Bauman,  E.  B.  (2012).  Game-­‐based  Teaching  and  Simula:on  in  Nursing  &  Healthcare.  New  York,  NY:  Springer  Publishing  Company.     Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educaFon.  In  Gaberson,  K.B.,  &  Oermann,  M.H.  (Eds)  Clinical  teaching  strategies  in  nursing  educa:on  (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  construc:vist  approaches.  IGI  Global.     Bauman,  E.B.,  Joffe,  A.M.,  Lenz,  L.,  Hetzel,  S.J.,  DeVries,  S.A.,  Seider,  S.P.  (2010).  An  evaluaFon  of  bag-­‐valve-­‐mask  venFlaFon  using  an  ergonomically  designed  face-­‐mask  among  novice  users:  a  simulaFon-­‐based  pilot  study.  Resuscita:on  81(2010),  1161-­‐1165,  doi:  10.1016/j.resuscitaFon.2010.05.005.     Benner,  P.  (1984).  From  novice  to  expert:  Excellence  and  power  in  clinical  nursing  prac:ce.  Menlo  Park,  CA:  Addison-­‐Wesley.   Benner,  P.,  Tanner,  C.,  &  Chesla,  C.  (2009).  Exper:se  in  nursing:  Caring,  clinical  judgment,  and  ethics.  New  York:  Springer  Publishing  Company     Culhane-­‐Pera,  K.A.,  Reif,  C.,  Egli,  E.,  Baker,  N.J.,  and  Kassekert  (1997).  A  curriculum  for  mulFcultural  educaFon  in  family  medicine.  Family  Medicine,  29(10),  719-­‐723.   Ewy,  G.  (2007).  Cardiac  arrest—guideline  changes  urgently  needed.  Lancet,  369(1),  882-­‐884.   Faragher,  J.F.,  Boese,  T.,  &  Decker,  S.,  Sando,  C.  (2011).  Standards  of  best  pracFce:  SimulaFon.  Simula:on  in  Nursing,  7(4),  S1-­‐S20.   Fitz-­‐Walter,  Z.  (2012).  h]p://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/GamificaFon_Thoughts_on_definiFon_and_design.php   Games,  I.  and  Bauman,  E.  (2011)  Virtual  worlds:  An  environment  for  cultural  sensiFvity  educaFon  in  the  health  sciences.    Interna:onal  Journal  of  Web  Based  Communi:es  7(2).     Gee,  J.P.  (2003)  What  Videogames  Have  to  Teach  Us  About  Learning  and  Literacy.  New  York,  NY:  Palgrave-­‐McMillan.   Gore,  T.,  Van  Gele,  P.,  Ravert,  P.,  &  Mabire,  C.  (2012).  A  Survey  of  INACSL  membership  about  simulaFon  use.  Clinical  Simula:on  in  Nursing,  8(4),  e125-­‐e133.   Jenson,  M.  (2012).  Engaging  the  learner:  GamificaFon  strives  to  keep  the  user’s  interest.  T  &D,    January,  2012,  41-­‐44.   Kanto-­‐SOS  Study  Group  (2007).  Cardiopulmonary  resuscitaFon  by  bystanders  with  chest  compression  only  (SOS-­‐KANTO):  an  observaFonal  study.  Lancet,  369(1),  920-­‐926.   Kellum,  M.,  Kennedy,  K.W.,  Ewy,  G.  (2006).  Cardiocerebral  ResuscitaFon  Improves  Survival  ofPaFents  with  Out-­‐of-­‐Hospital  Cardiac  Arrest.  The  American  Journal  of  Medicine.  119(4),  335-­‐349.   Kolb,  D.  (1984).  ExperienFal  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  PrenFce  Hall.   Larew,  C.,  Lessans,  S.,  Spunt,  D.,  Foster,  D.,  &  Covington,  B.  (2006).  InnovaFons  in  clinical  simulaFon:  ApplicaFon  of  Benner's  theory  in  an  interacFve  paFents  care  simulaFon.  Nursing  Educa:on  Perspec:ves,  27(1),  16-­‐21.     Nursing  Midwifery  Council  (2007).  Nursing  and  Midwifery  Council  Circular,  36(2007),  United  Kingdom.   Prensky,  M.  (2001).  Digital  naFves,  digital  immegrants,  part  1.  On  the  Horizon  9(5).   Popkewitz,  T.  (2007).  CosmopoliFanism  and  the  age  of  school  reform:  science,  educaFon  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  reflec:ve  prac::oner:  How  professionals  think  in  ac:on.  New  York:    Basic  Books.   Skiba,  D.  J.  (2009).  Nursing  educaFon  2.0:  A  second  look  at  Second  Life.  Nursing  Educa:on  Perspec:ves,  30,  129-­‐131.   Squire,  K.  (2006).    From  content  to  context:  Videogames  as  designed  experience.    EducaFonal  Researcher.    35(8),  19-­‐29.     Squire,  K.,  Giovane]o,  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.   Tervalon,  M.  and  Murray-­‐Garcia,  J.  (1998).  Cultural  humility  versus  cultural  competence:  A  criFcal  disFncFon  in  defining  physician  training  outcomes  in  mulFcultural  educaFon.  Journal  of  Health  Care  for  the  Poor  and  Underserved,  9(2),  117-­‐125.     Turkle,  S.  (1995)  Life  on  the  screen.  Iden:ty  in  the  age  of  the  Internet.  New  York:  Touchstone.   Utah  AdministraFve  Code,  Nurse  PracFce  Act,  Rule  R156-­‐31b,  SecFon  E,  Sub  ii.  Accessed  electronically  01/15/2012   Wisconsin  Department  of  Health  Services,  WMS  SecFon  (2011).  Wisconsin  Standardized  Paramedic  Curriculum.   June  2012   www.gamesforhealth.org  
  • 16. Contact  InformaFon   Eric  B.  Bauman,  PhD   ebauman@clinicalplayground.com   www.clinicalplayground.com   h]p://www.linkedin.com/in/ericbbauman   h]p://www.slideshare.net/ebauman   Clinical  Playground  LLC   @bauman1967   June  2012   www.gamesforhealth.org