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Instruc(onal	
  Online	
  Gaming	
  
                      WI	
  TECNE:	
  E-­‐Learning	
  in	
  Nursing:	
  	
  
                 Design,	
  Innova7on,	
  Delivery	
  and	
  Evalua7on	
  




R.	
  Kyle	
  


                              Eric	
  B.	
  Bauman,	
  PhD,	
  RN,	
  Paramedic	
  
                                                   ©Bauman	
  2011	
  Rights	
  Reserved	
  




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  .	
  	
  	
  	
  	
  	
  	
  
General	
  InformaCon	
  

EducaCon:	
  	
  
    BA	
  Sociology:	
  UW	
  Wisconsin	
  –	
  Madison	
  
         •  College	
  of	
  LeMers	
  and	
  Sciences	
  
    MS	
  Nursing:	
  UW	
  Wisconsin	
  –	
  Madison	
  
         •  School	
  of	
  Nursing	
  
    PhD	
  Curriculum	
  and	
  InstrucCon:	
  UW	
  Wisconsin	
  –	
  Madison	
  
         •  Games+Learning+Society	
  
         •  School	
  of	
  EducaCon	
  


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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                   ©Bauman	
  2011	
  Rights	
  Reserved	
  
Disclosures/Conflict	
  of	
  Interest	
  &	
  
                                    	
  Professional	
  AffiliaCons	
  
	
  	
  Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
             •  Consultant	
  on	
  the	
  WI	
  TECHNE	
  Grant	
  

	
  	
  Society	
  for	
  SimulaCon	
  in	
  Healthcare	
  (SSH)	
  
                   •  Chair	
  –	
  Website	
  CommiMee	
  
                   •  Co-­‐Chair	
  	
  –	
  Serious	
  Games	
  and	
  Virtual	
  Environments	
  Special	
  Interest	
  Group	
  	
  

	
  	
  InternaConal	
  Nursing	
  Assoc.	
  for	
  Clinical	
  Learning	
  and	
  SimulaCon	
  (INACSL)	
  
               •  Member	
  –	
  Website	
  CommiMee	
  

	
  	
  Games+Learning+Society	
  
              •  Affiliate	
  


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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                                  ©Bauman	
  2011	
  Rights	
  Reserved	
  
ObjecCves	
  
•  Discuss	
  what	
  is	
  meant	
  by	
  the	
  terms(s)	
  
   InstrucConal	
  or	
  Serious	
  Gaming?	
  

•  IdenCfy	
  advantages	
  of	
  integraCons	
  of	
  Game-­‐
   Based	
  learning	
  into	
  curricula?	
  

•  IdenCfy	
  types	
  of	
  content	
  that	
  provide	
  a	
  “good	
  
   fit”	
  for	
  content	
  related	
  to	
  nursing	
  educaCon?	
  

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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                               ©Bauman	
  2011	
  Rights	
  Reserved	
  
InstrucConal	
  or	
  Serious	
  Games,	
  and	
  SimulaCon	
  

  •  TradiConal	
  PerspecCve	
  on	
  Games	
  
     –  Goal	
  Oriented	
  
     –  Rule	
  Based	
  
     –  Sense	
  of	
  Consequence	
  	
  
         •  Rewards	
  or	
  otherwise	
  
  •  TradiConal	
  PerspecCve	
  on	
  SimulaCon	
  
     –  ImitaCon	
  of	
  something	
  real	
  
     –  RepresentaCon	
  of	
  key	
  design	
  elements	
  or	
  
        variables	
  of	
  a	
  system	
  or	
  process	
  

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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                ©Bauman	
  2011	
  Rights	
  Reserved	
  
Contemporary	
  PerspecCve	
  on	
  Games	
  and	
  SimulaCon	
  


Created	
  Environment	
  
An	
  environment	
  that	
  has	
  been	
  specifically	
  engineered	
  to	
  
accurately	
  replicate	
  an	
  actual	
  exisCng	
  space,	
  producing	
  
sufficient	
  authenCcity	
  and	
  fidelity	
  to	
  allow	
  for	
  the	
  suspension	
  
of	
  disbelief.	
  Simulated	
  environments,	
  whether	
  fixed	
  in	
  the	
  
case	
  of	
  mannikin-­‐based	
  simulaCon	
  laboratories	
  resembling	
  
elaborate	
  theatrical	
  sets,	
  or	
  exisCng	
  in	
  virtual	
  reality,	
  as	
  in	
  a	
  
game-­‐based	
  environments	
  are	
  created	
  environments.	
  



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                                                                                                       ©Bauman	
  2011	
  Rights	
  Reserved	
  
Contemporary	
  PerspecCve	
  on	
  Games	
  and	
  SimulaCon	
  



Designed	
  Experience	
  
A	
  designed	
  experience	
  is	
  engineered	
  to	
  include	
  structured	
  
acCviCes	
  targeted	
  to	
  facilitate	
  interacCons	
  that	
  drive	
  
anCcipated	
  experiences.	
  	
  These	
  acCviCes	
  are	
  created	
  to	
  
embody	
  parCcipant	
  experience	
  as	
  performance.	
  Many	
  theme	
  
parks	
  are	
  based	
  in	
  part	
  on	
  the	
  theory	
  of	
  designed	
  experience.	
  



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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                      ©Bauman	
  2011	
  Rights	
  Reserved	
  
Contemporary	
  PerspecCve	
  on	
  Games	
  and	
  SimulaCon	
  



Ecology	
  of	
  Culturally	
  Competent	
  Design	
  
Addresses	
  the	
  rigors	
  and	
  challenges	
  of	
  accurately	
  situaCng	
  
culture	
  within	
  virtual	
  environments	
  using	
  a	
  four-­‐element	
  
model	
  that	
  emphasizes	
  the	
  importance	
  of	
  ac+vi+es,	
  contexts,	
  
narra+ves,	
  and	
  characters.




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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                   ©Bauman	
  2011	
  Rights	
  Reserved	
  
Contemporary	
  PerspecCve	
  on	
  Games	
  and	
  SimulaCon	
  


   Higher	
  Order	
  Simula7on	
  
   Higher	
  order	
  simulaCon	
  includes	
  and	
  integrates	
  
   behavioral	
  components	
  into	
  designed	
  
   experiences	
  exisCng	
  within	
  created	
  spaces,	
  
   whether	
  those	
  spaces	
  exist	
  in	
  a	
  fixed	
  or	
  virtual	
  
   environment…	
  



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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                                 ©Bauman	
  2011	
  Rights	
  Reserved	
  
Contemporary	
  PerspecCve	
  on	
  Games	
  and	
  SimulaCon	
  
  Ludology	
  
  The	
  study	
  of	
  games	
  and	
  other	
  forms	
  of	
  play	
  and	
  which	
  
  may	
  include	
  higher	
  order	
  simulaCon,	
  parCcularly	
  if	
  the	
  
  experience	
  integrates	
  variables	
  ogen	
  associated	
  with	
  
  play	
  or	
  gaming	
                                                  InteracCvity	
  
NarraCve	
                 Engagement	
                      Leader	
  Board	
  

  High	
  Scores	
  	
                      System	
  of	
  Rewards	
              Consequence	
  
                                                                                             ©Bauman	
  2011	
  Rights	
  Reserved	
  




                            Does	
  higher	
  order	
  simulaCon	
  consCtute	
  
                                                Ludology?	
  
Games	
  +	
  SimulaCon	
  

•    Goal	
  Oriented	
  	
  
•    Rule	
  Based	
  
•    Sense	
  of	
  Consequence	
  
•    ImitaCon	
  of	
  something	
  real	
  (AuthenCcity)	
  
•    Accurate	
  representaCon	
  of	
  system(s)	
  and	
  
     related	
  processes	
  


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                                                                                               ©Bauman	
  2011	
  Rights	
  Reserved	
  
~Serious	
  Games	
  

	
  Serious	
  Games	
  leverage	
  created	
  environments	
  
    so	
  that	
  learning	
  takes	
  place	
  as	
  performance	
  
    though	
  carefully	
  designed	
  experiences	
  that	
  
    ogen	
  use	
  a	
  narraCve	
  to	
  promote	
  curriculum	
  
    objecCves	
  
                                                            ©Bauman	
  2011	
  Rights	
  Reserved	
  
Why	
  is	
  Game-­‐Based	
  Learning	
  Important	
  




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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                           ©Bauman	
  2011	
  Rights	
  Reserved	
  
Digital	
  Na7ves	
  
People	
  who	
  were	
  born	
  with	
  (contemporary)	
  digital	
  technologies	
  	
  already	
  in	
  
existence.	
  



Digital	
  Immigrants	
  
Those	
  who	
  were	
  born	
  prior	
  to	
  (contemporary)	
  digital	
  technologies	
  and	
  
migrated	
  into	
  the	
  digital	
  realm	
  adopCng	
  the	
  technology	
  later	
  in	
  life.	
  

                                                                                                              Prensky	
  2001	
  	
  




                                                                                                              ©Bauman	
  2011	
  Rights	
  Reserved	
  
About	
  Today’s	
  Students	
  	
  

•  Today’s	
  students/learners	
  have	
  a	
  degree	
  of	
  technical	
  and	
  
   digital	
  literacy	
  that	
  generally	
  far	
  exceed	
  that	
  of	
  their	
  
   instructors	
  
•  They	
  have	
  a	
  host	
  of	
  expectaCons	
  in	
  how	
  informaCon	
  
   disseminaCon,	
  presentaCon,	
  and	
  transfer	
  will	
  take	
  place	
  
•  Those	
  insCtuCons	
  that	
  fail	
  to	
  address	
  these	
  expectaCons	
  
   will	
  fail	
  to	
  aMract	
  and	
  retain	
  the	
  best	
  and	
  brightest	
  
   students	
  



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                                                                                               ©Bauman	
  2011	
  Rights	
  Reserved	
  
Why	
  does	
  this	
  maMer?	
  
•  Because	
  the	
  best	
  and	
  brightest	
  learners	
  
   become:	
  
    –  Our	
  next	
  generaCon	
  of	
  nursing	
  scholars	
  
    –  Well	
  trained	
  and	
  excepConally	
  educated	
  nurses	
  
       are	
  a	
  major	
  part	
  of	
  the	
  soluCon	
  to	
  the	
  
       healthcare	
  crisis	
  that	
  we	
  face	
  locally,	
  naConally,	
  
       and	
  internaConally	
  
                                                                       ©Bauman	
  2011	
  Rights	
  Reserved	
  
Specific	
  Advantages	
  

•  Different	
  way	
  engaging	
  learners	
  
•  AMends	
  to	
  challenges	
  of	
  Cme	
  and	
  distance	
  
   inherent	
  to	
  distribuCve	
  educaCons	
  
•  AMends	
  to	
  aspects	
  of	
  acculturaCon	
  not	
  always	
  
   available	
  in	
  the	
  tradiConal	
  learning	
  
   environment	
  
•  There	
  is	
  evidence	
  to	
  support	
  videogame	
  
   playing	
  and	
  some	
  types	
  of	
  procedural	
  training	
  
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  . 	
  .	
  	
  	
  	
  	
  	
  	
  
                                                                                              ©Bauman	
  2011	
  Rights	
  Reserved	
  
Moreover…	
  



                         Research	
  supporCng	
  educaConal	
  
        design,	
  integraCon,	
  and	
  evaluaCon	
  focusing	
  on	
  	
  
       technology	
  such	
  as	
  SimulaCon	
  and	
  Game-­‐Based	
  	
  
learning	
  is	
  by	
  its	
  very	
  nature	
  transformaCve	
  and	
  translaConal	
  
                                                                                ©Bauman	
  2011	
  Rights	
  Reserved	
  
Good	
  Fit	
  

•  Using	
  technology	
  for	
  the	
  sake	
  of	
  technology	
  
   ogen	
  leaves	
  students	
  confused	
  and	
  faculty	
  
   frustrated	
  	
  
•  Understand	
  that	
  all	
  forms	
  of	
  technology	
  have	
  
   their	
  limitaCons	
  
•  Play	
  down	
  the	
  “coolness”	
  and	
  “be-­‐all…	
  end	
  
   all”	
  factor	
  with	
  students.	
  	
  


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                                                                                              ©Bauman	
  2011	
  Rights	
  Reserved	
  
More	
  Good	
  Fit…	
  

•  Using	
  virtual	
  environments	
  found	
  in	
  online	
  
   gaming	
  environments	
  are	
  best	
  leveraged	
  for	
  
   lessons	
  that	
  center	
  on	
  behavioral	
  and	
  decision	
  
   aspects	
  of	
  pracCce.	
  
    –  AcculturaCon	
  
    –  Decision	
  Making	
  
    –  Team	
  Training	
  	
  
    –  Workload/Time	
  Management	
  
    –  Procedural	
  DemonstraCon	
  

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  .	
  	
  	
  	
  	
  	
  	
  
                                                                                              ©Bauman	
  2011	
  Rights	
  Reserved	
  
Examples	
  
                                                       3DiTeams-­‐Healthcare	
  
                                                     Team	
  Training	
  in	
  a	
  Virtual	
  
                                                             Environment	
  




        Jeff	
  Taekman,	
  et	
  al	
  
Duke	
  University	
  Medical	
  Center	
  
Handwash	
  Havok	
  
            AMempt	
  to	
  manipulate	
  water	
  drops	
  to	
  
                  clean	
  your	
  virtual	
  hand	
  
                      Orbitec/Hypercosm	
  
Second	
  Life/Virtual	
  Environment	
  
       NighCngale	
  Isle	
  
    Jone	
  Tiffany,	
  DNP,	
  RN	
  	
  




                                             New	
  World	
  Clinic	
  
                                            Gerald	
  Stapleton	
  MS	
  
Selected	
  References	
  
Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simulaCon	
  in	
  healthcare.	
  Ph.D.	
  dissertaCon,	
  The	
  University	
  of	
  Wisconsin-­‐Madison,	
  United	
  States.	
  DissertaCons	
  &	
  Thesis	
  @	
  CIC	
  
    InsCtuCons	
  database.	
  (PublicaCon	
  no.	
  AAT	
  3294196)	
  	
  

Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educaCon.	
  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.	
  	
  

Games,	
  I.	
  and	
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  Virtual	
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  cultural	
  sensiCvity	
  educaCon	
  in	
  the	
  health	
  sciences.	
  	
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Gee,	
  J.P.	
  (2003)	
  What	
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  Have	
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  Teach	
  Us	
  About	
  Learning	
  and	
  Literacy.	
  New	
  York,	
  NY:	
  Palgrave-­‐McMillan.	
  

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

Leape,	
  L.	
  L.	
  (2000).	
  Errors	
  in	
  medicine.	
  Clinica	
  Chimica	
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  2-­‐5.	
  

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

Taekman	
  J.M.,	
  Segall	
  N.,	
  Hobbs	
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  and	
  Wright,	
  M.C.	
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  3DiTeams:	
  Healthcare	
  team	
  training	
  in	
  a	
  virtual	
  environment.	
  Anesthesiology.	
  2007:	
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Schön,	
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  The	
  reflec+ve	
  prac++oner:	
  How	
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  New	
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Skiba,	
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  J.	
  (2009).	
  Nursing	
  educaCon	
  2.0:	
  A	
  second	
  look	
  at	
  Second	
  Life.	
  Nursing	
  Educa+on	
  Perspec+ves,	
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  129-­‐131.	
  

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

Squire,	
  K.,	
  GiovaneMo,	
  L.,	
  DeVane,	
  B,.	
  &	
  Durga,	
  S.	
  (2005).	
  From	
  users	
  to	
  designers:	
  Building	
  a	
  self-­‐organizing	
  game-­‐based	
  learning	
  environment.	
  Technology	
  
      Trends,	
  49(5),	
  34-­‐42.	
  

Thiagarajan,	
  S.	
  (1992).	
  Using	
  games	
  for	
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  Simula+on	
  and	
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  161-­‐173.	
  	
  

Turkle,	
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  (1995)	
  Life	
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  age	
  of	
  the	
  Internet.	
  New	
  York:	
  Touchstone.	
  
Contact	
  InformaCon	
  

       Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
   ebauman@clinicalplayground.com	
  

hMp://www.linkedin.com/in/ericbbauman	
  

  hMp://www.slideshare.net/ebauman	
  


      . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  

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Instructional Online Gaming by E B bauman 2011

  • 1. Instruc(onal  Online  Gaming   WI  TECNE:  E-­‐Learning  in  Nursing:     Design,  Innova7on,  Delivery  and  Evalua7on   R.  Kyle   Eric  B.  Bauman,  PhD,  RN,  Paramedic   ©Bauman  2011  Rights  Reserved   .  .  .  .  .  .  .  .  .  .  .              
  • 2. General  InformaCon   EducaCon:     BA  Sociology:  UW  Wisconsin  –  Madison   •  College  of  LeMers  and  Sciences   MS  Nursing:  UW  Wisconsin  –  Madison   •  School  of  Nursing   PhD  Curriculum  and  InstrucCon:  UW  Wisconsin  –  Madison   •  Games+Learning+Society   •  School  of  EducaCon   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 3. Disclosures/Conflict  of  Interest  &    Professional  AffiliaCons      Managing  Member  –  Clinical  Playground,  LLC   •  Consultant  on  the  WI  TECHNE  Grant      Society  for  SimulaCon  in  Healthcare  (SSH)   •  Chair  –  Website  CommiMee   •  Co-­‐Chair    –  Serious  Games  and  Virtual  Environments  Special  Interest  Group        InternaConal  Nursing  Assoc.  for  Clinical  Learning  and  SimulaCon  (INACSL)   •  Member  –  Website  CommiMee      Games+Learning+Society   •  Affiliate   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 4. ObjecCves   •  Discuss  what  is  meant  by  the  terms(s)   InstrucConal  or  Serious  Gaming?   •  IdenCfy  advantages  of  integraCons  of  Game-­‐ Based  learning  into  curricula?   •  IdenCfy  types  of  content  that  provide  a  “good   fit”  for  content  related  to  nursing  educaCon?   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 5. InstrucConal  or  Serious  Games,  and  SimulaCon   •  TradiConal  PerspecCve  on  Games   –  Goal  Oriented   –  Rule  Based   –  Sense  of  Consequence     •  Rewards  or  otherwise   •  TradiConal  PerspecCve  on  SimulaCon   –  ImitaCon  of  something  real   –  RepresentaCon  of  key  design  elements  or   variables  of  a  system  or  process   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 6. Contemporary  PerspecCve  on  Games  and  SimulaCon   Created  Environment   An  environment  that  has  been  specifically  engineered  to   accurately  replicate  an  actual  exisCng  space,  producing   sufficient  authenCcity  and  fidelity  to  allow  for  the  suspension   of  disbelief.  Simulated  environments,  whether  fixed  in  the   case  of  mannikin-­‐based  simulaCon  laboratories  resembling   elaborate  theatrical  sets,  or  exisCng  in  virtual  reality,  as  in  a   game-­‐based  environments  are  created  environments.   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 7. Contemporary  PerspecCve  on  Games  and  SimulaCon   Designed  Experience   A  designed  experience  is  engineered  to  include  structured   acCviCes  targeted  to  facilitate  interacCons  that  drive   anCcipated  experiences.    These  acCviCes  are  created  to   embody  parCcipant  experience  as  performance.  Many  theme   parks  are  based  in  part  on  the  theory  of  designed  experience.   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 8. Contemporary  PerspecCve  on  Games  and  SimulaCon   Ecology  of  Culturally  Competent  Design   Addresses  the  rigors  and  challenges  of  accurately  situaCng   culture  within  virtual  environments  using  a  four-­‐element   model  that  emphasizes  the  importance  of  ac+vi+es,  contexts,   narra+ves,  and  characters. .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 9. Contemporary  PerspecCve  on  Games  and  SimulaCon   Higher  Order  Simula7on   Higher  order  simulaCon  includes  and  integrates   behavioral  components  into  designed   experiences  exisCng  within  created  spaces,   whether  those  spaces  exist  in  a  fixed  or  virtual   environment…   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 10. Contemporary  PerspecCve  on  Games  and  SimulaCon   Ludology   The  study  of  games  and  other  forms  of  play  and  which   may  include  higher  order  simulaCon,  parCcularly  if  the   experience  integrates  variables  ogen  associated  with   play  or  gaming   InteracCvity   NarraCve   Engagement   Leader  Board   High  Scores     System  of  Rewards   Consequence   ©Bauman  2011  Rights  Reserved   Does  higher  order  simulaCon  consCtute   Ludology?  
  • 11. Games  +  SimulaCon   •  Goal  Oriented     •  Rule  Based   •  Sense  of  Consequence   •  ImitaCon  of  something  real  (AuthenCcity)   •  Accurate  representaCon  of  system(s)  and   related  processes   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 12. ~Serious  Games    Serious  Games  leverage  created  environments   so  that  learning  takes  place  as  performance   though  carefully  designed  experiences  that   ogen  use  a  narraCve  to  promote  curriculum   objecCves   ©Bauman  2011  Rights  Reserved  
  • 13. Why  is  Game-­‐Based  Learning  Important   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 14. Digital  Na7ves   People  who  were  born  with  (contemporary)  digital  technologies    already  in   existence.   Digital  Immigrants   Those  who  were  born  prior  to  (contemporary)  digital  technologies  and   migrated  into  the  digital  realm  adopCng  the  technology  later  in  life.   Prensky  2001     ©Bauman  2011  Rights  Reserved  
  • 15. About  Today’s  Students     •  Today’s  students/learners  have  a  degree  of  technical  and   digital  literacy  that  generally  far  exceed  that  of  their   instructors   •  They  have  a  host  of  expectaCons  in  how  informaCon   disseminaCon,  presentaCon,  and  transfer  will  take  place   •  Those  insCtuCons  that  fail  to  address  these  expectaCons   will  fail  to  aMract  and  retain  the  best  and  brightest   students   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 16. Why  does  this  maMer?   •  Because  the  best  and  brightest  learners   become:   –  Our  next  generaCon  of  nursing  scholars   –  Well  trained  and  excepConally  educated  nurses   are  a  major  part  of  the  soluCon  to  the   healthcare  crisis  that  we  face  locally,  naConally,   and  internaConally   ©Bauman  2011  Rights  Reserved  
  • 17. Specific  Advantages   •  Different  way  engaging  learners   •  AMends  to  challenges  of  Cme  and  distance   inherent  to  distribuCve  educaCons   •  AMends  to  aspects  of  acculturaCon  not  always   available  in  the  tradiConal  learning   environment   •  There  is  evidence  to  support  videogame   playing  and  some  types  of  procedural  training   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 18. Moreover…   Research  supporCng  educaConal   design,  integraCon,  and  evaluaCon  focusing  on     technology  such  as  SimulaCon  and  Game-­‐Based     learning  is  by  its  very  nature  transformaCve  and  translaConal   ©Bauman  2011  Rights  Reserved  
  • 19. Good  Fit   •  Using  technology  for  the  sake  of  technology   ogen  leaves  students  confused  and  faculty   frustrated     •  Understand  that  all  forms  of  technology  have   their  limitaCons   •  Play  down  the  “coolness”  and  “be-­‐all…  end   all”  factor  with  students.     .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 20. More  Good  Fit…   •  Using  virtual  environments  found  in  online   gaming  environments  are  best  leveraged  for   lessons  that  center  on  behavioral  and  decision   aspects  of  pracCce.   –  AcculturaCon   –  Decision  Making   –  Team  Training     –  Workload/Time  Management   –  Procedural  DemonstraCon   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 21. Examples   3DiTeams-­‐Healthcare   Team  Training  in  a  Virtual   Environment   Jeff  Taekman,  et  al   Duke  University  Medical  Center  
  • 22. Handwash  Havok   AMempt  to  manipulate  water  drops  to   clean  your  virtual  hand   Orbitec/Hypercosm  
  • 23. Second  Life/Virtual  Environment   NighCngale  Isle   Jone  Tiffany,  DNP,  RN     New  World  Clinic   Gerald  Stapleton  MS  
  • 24. Selected  References   Bauman,  E.  (2007).  High  fidelity  simulaCon  in  healthcare.  Ph.D.  dissertaCon,  The  University  of  Wisconsin-­‐Madison,  United  States.  DissertaCons  &  Thesis  @  CIC   InsCtuCons  database.  (PublicaCon  no.  AAT  3294196)     Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educaCon.  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.     Games,  I.  and  Bauman,  E.  (In  Press)  Virtual  worlds:  An  environment  for  cultural  sensiCvity  educaCon  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.   Kolb,  D.  (1984).  ExperienCal  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  PrenCce  Hall.   Leape,  L.  L.  (2000).  Errors  in  medicine.  Clinica  Chimica  Acta,  404(1),  2-­‐5.   Prensky,  M.  (2001).  Digital  naCves,  digital  immegrants,  part  1.  On  the  Horizon  9(5).   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  educaCon  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.    EducaConal  Researcher.    35(8),  19-­‐29.     Squire,  K.,  GiovaneMo,  L.,  DeVane,  B,.  &  Durga,  S.  (2005).  From  users  to  designers:  Building  a  self-­‐organizing  game-­‐based  learning  environment.  Technology   Trends,  49(5),  34-­‐42.   Thiagarajan,  S.  (1992).  Using  games  for  debriefing.  Simula+on  and  Gaming,  23(2),  161-­‐173.     Turkle,  S.  (1995)  Life  on  the  screen.  Iden+ty  in  the  age  of  the  Internet.  New  York:  Touchstone.  
  • 25. Contact  InformaCon   Eric  B.  Bauman,  PhD,  RN   ebauman@clinicalplayground.com   hMp://www.linkedin.com/in/ericbbauman   hMp://www.slideshare.net/ebauman   .  .  .  .  .  .  .  .  .  .  .