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Virtual Environments for
Games Based Reflective Learning
  focused on health applications

                       Lucia Pannese



                      26 February 2013
Serious Games Market Growth

“The serious games industry as a whole
was worth some $1.2 billion in 2010, and
  is estimated to grow to $10 billion by
                 2015.”


   Jurriaan Van Rijswijk, chairman of
   the Games for Health conference
              (Nov 2012)
Established Factors for Serious Games Success


‱ Proof that serious games are effective,
  especially for education and health
‱ Higher levels of development productivity
  and speed to implement
‱ Engagement, immersion and realism
The Cost of Healthcare

 “by 2050 the cost of direct health care
in just the U.S. for Alzheimer's is going
 to be $1 trillion. Caring for sufferers of
   the disease is already a $200 billion
            market in the U.S.”

    Dr. John Harrison, a psychologist
       at Imperial College, London
Fields of application of Serious Games &
              simulations in Healthcare

ïŹ Supporting therapy, rehabilitation after severe illness
ïŹ Self‐management of illness /chronic conditions (e.g.  diabetes)

ïŹ “Exergames“ ‐ motivating and supporting physical activity and

 healthy lifestyle
ïŹ Anonymous group therapy

ïŹ Preventive medicine

ïŹ Behavioural change

ïŹ Healthy Nutrition

ïŹ Train healthcare professionals  (medical procedures, methods for 

diagnosis, patient monitoring 
..)
ïŹ Doctor‐patient communication
The MIRROR Project




                    Reflective Learning at Work

encourage human resources to reflect on previous experiences at the
workplace and learn from them. The project's focus is the creation of a set
of applications that enable employees to learn lessons from their own
experiences (as well as from the experiences of others) and thereby
improve their future performance


                           @MirrorIP        www.mirror-project.eu

                      LinkedIn: MIRROR – reflective learning at work
SCENARIO

Nurses and Carers have to cope with a high level of stress in their
working shifts.
They are trained on the medical side and in procedures, but some
support to deal with “challenging behaviour” is needed.
OBJECTIVE

Creating a game that


â–Ș Reduces tutorial effort
â–Ș Enhances learners capability to self-regulate learning
â–Ș Connects the virtual and the real experience
â–Ș Makes learners / players reflect on experience
â–Ș Connects previous and future experience (backwards and forward
  reflection)
â–Ș Motivates learners and engages them
CHARACTERISTICS

This game should


â–Ș   Display a 3D graphics
â–Ș   Be immersive
â–Ș   Be simple to play
â–Ș   Vary the form of the interactivity
â–Ș   Show a high level of fidelity in the look and feel
â–Ș   Incorporate a virtual tutor
â–Ș   Allow to revise the learning experience and reflect on it
THEORETICAL FRAMEWORK

â–Ș The Virtual Tutor is based on Vygotsky’s social learning theory
  that emphasizes the essential nature of social dimensions to
  learning.
â–Ș The importance of peer learning was stressed in the development
  of the Zone of Proximal Development (ZDP) defined as ‘the
  distance between the actual development level as determined by
  independent problem solving and the level of potential
  development as determined through problem solving under adult
  guidance or in collaboration with more capable peers’
â–Ș The Zone is not some clear-cut space that exists independently of
  the process of joint activity itself but it is created in the course of
  collaboration.
                          (Vygotsky, 1978)
THE VIRTUAL TUTOR

â–Ș acts as co-learner able to support learners’ knowledge construction;
â–Ș provides a cognitive model of competent performance;
â–Ș has no position of authority with respect to the learner, because this
  create a trusting relationship that might facilitate self-disclosure of
  ignorance and misconception;
â–Ș monitors learner performance;
â–Ș diagnoses, corrects and manages misconceptions and errors;
â–Ș adds to and extends learners’ current capabilities;
â–Ș modifies learners’ current capabilities;
â–Ș rebuilds new understanding when learners have a misconception.
Link with a Reflection Model
clarify the connection between the reflection model and games in
order to improve the MIRROR conceptualization of serious games as
tools for reflection




“Do work” step in the 3D game
The Learning Diary

                     Conduct reflection
                     session in the 3D
                     game (post game)
THE VIRTUAL HOSPITAL
DIALOGUES
THE iPAD
MINI-GAMES
VIRTUAL TUTOR: PUSH and PULL




Push: learners can ask for the help of     Pull: in some precise situation Maria
Maria whenever they feel it is relevant.   appears inside the game through a
                                           pop-up window to help users deal with
                                           difficult situations
FORMATIVE EVALUATION
‘This would have been       ‘The Virtual Tutor is a   ‘Mini games are really
really helpful when we      good support inside       fun and teach me
first started’.             the game’.                something that seems
                                                      to be really important’.

‘It’s really helpful’.      ‘I was really immersed    ‘Tutor really helps me
                            inside the game’.         during the game’.



‘Mrs Violet looks exactly   ‘The game is really       ‘The tutor’s feedback, the
like Mrs XX and she says    innovative, I like the    scores and the learning
exactly those sorts of      way patients are          diary help me to reflect
things!’.                   distributed inside the    about my game
                            environment, the          experience’.
                            challenges I have to
                            address and the mini
                            games’.
video
Insights and Lessons Learned

Normally a coach/facilitator supports the transfer exercise between
virtual and real experiences:

â–Ș We have shown that part of this support can be transferred into a
  game, adding it as a narrative element, without breaking the plot
  and the engagement. Users find it useful and like it.
â–Ș The virtual tutor supports self-regulated learning.
â–Ș The logics and mechanics of this virtual tutorial support is
  transferrable to other domains.
Next Steps
.

New Scenarios:
   ‱ Emergency training in a hospital after an earthquake
   ‱ Flexible working styles in a modern company
   ‱ Soft skills training
Next Steps
.

New Features:
   â–Ș User generated content through NPCs (authoring tool)
   â–Ș Dynamic scenes (repeatability)
THE MIRROR PROJECT




                 @MirrorIP

            www.mirror-project.eu

LinkedIn: MIRROR – reflective learning at work
A serious game to introduce autistic people into a job


                 www.ispectrum.eu
                  @iSpectrumEU
‱ 3 workplace scenarios:
    ‱ Office

    ‱ Small supermarket
    ‱ Commercial garden centre


‱ 6 phases each:
    ‱ Avatar selection

    ‱ Short interview at a work placement office
    ‱ Short interview with the new employer
    ‱ First day at work
    ‱ About a month into work
    ‱ About 3 months into work
Each scenario contains a range of situations relating to both the work being
undertaken and the social situations that may be encountered in the workplace
with raising difficulty; e.g:
     ‱ When to shake the Boss’s hand
     ‱ Identification of facial emotions exhibited by colleagues.
Buddy:


Peer-to-peer learning:
The buddy appears in each of the work scenarios. His job is to guide the
player through the early stages of the game. He does this through
instructions, and by giving feedback to the player’s choices.



In a real world scenario new employees can hopefully have
more experienced and empathic employee as a buddy.
Project Objective

Extensive investigation of the issues related to long-term
physical/cognitive rehabilitation processes and the identification of
suitable technical solutions to efficiently support them

Develop an efficient, effective and engaging virtual rehabilitation
environment for home-based rehabilitation to enable elderly people
to enjoy high quality rehabilitation for a much longer period than the
Health System can currently afford.

Standard hardware components and devices, suitable medical data
processing algorithms, personalized and serious-games based
rehabilitation pathways, Web2.0 social and communication tools
Games Based Rehabilitation


‱ provide exercises and training - based on serious-games -
  within a personalized, user friendly and engaging rehabilitation
  program
‱ offer a cost effective infrastructure with integrated sensors
‱ collect relevant physical and medical parameters for patients’
  status inspection and prevention
‱ support off-line/on-line management and monitoring of the
  rehabilitation protocol
‱ promote patient’s social participation and community building


Patient’s home: place where physical and cognitive rehabilitation
process can be performed in an intensive and engaging though
controlled way, while promoting social inclusion and quality of life.
Thank you for
                   your attention!




Lucia Pannese
CEO, imaginary srl                   Mob. +39 338 8785839
Innovation Network Politecnico di    lucia.pannese@i-maginary.it
Milano                               Skype: lueolli
                                     @lpannese
Via Mauro Macchi, 50 - 20124 Milan
Phone +39 02 89458.576               www.i-maginary.it

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Virtual Environments for Games Based Reflective Learning focused on health applications

  • 1. Virtual Environments for Games Based Reflective Learning focused on health applications Lucia Pannese 26 February 2013
  • 2. Serious Games Market Growth “The serious games industry as a whole was worth some $1.2 billion in 2010, and is estimated to grow to $10 billion by 2015.” Jurriaan Van Rijswijk, chairman of the Games for Health conference (Nov 2012)
  • 3. Established Factors for Serious Games Success ‱ Proof that serious games are effective, especially for education and health ‱ Higher levels of development productivity and speed to implement ‱ Engagement, immersion and realism
  • 4. The Cost of Healthcare “by 2050 the cost of direct health care in just the U.S. for Alzheimer's is going to be $1 trillion. Caring for sufferers of the disease is already a $200 billion market in the U.S.” Dr. John Harrison, a psychologist at Imperial College, London
  • 5. Fields of application of Serious Games & simulations in Healthcare ïŹ Supporting therapy, rehabilitation after severe illness ïŹ Self‐management of illness /chronic conditions (e.g.  diabetes) ïŹ “Exergames“ ‐ motivating and supporting physical activity and healthy lifestyle ïŹ Anonymous group therapy ïŹ Preventive medicine ïŹ Behavioural change ïŹ Healthy Nutrition ïŹ Train healthcare professionals  (medical procedures, methods for  diagnosis, patient monitoring 
..) ïŹ Doctor‐patient communication
  • 6. The MIRROR Project Reflective Learning at Work encourage human resources to reflect on previous experiences at the workplace and learn from them. The project's focus is the creation of a set of applications that enable employees to learn lessons from their own experiences (as well as from the experiences of others) and thereby improve their future performance @MirrorIP www.mirror-project.eu LinkedIn: MIRROR – reflective learning at work
  • 7. SCENARIO Nurses and Carers have to cope with a high level of stress in their working shifts. They are trained on the medical side and in procedures, but some support to deal with “challenging behaviour” is needed.
  • 8. OBJECTIVE Creating a game that
 â–Ș Reduces tutorial effort â–Ș Enhances learners capability to self-regulate learning â–Ș Connects the virtual and the real experience â–Ș Makes learners / players reflect on experience â–Ș Connects previous and future experience (backwards and forward reflection) â–Ș Motivates learners and engages them
  • 9. CHARACTERISTICS This game should
 â–Ș Display a 3D graphics â–Ș Be immersive â–Ș Be simple to play â–Ș Vary the form of the interactivity â–Ș Show a high level of fidelity in the look and feel â–Ș Incorporate a virtual tutor â–Ș Allow to revise the learning experience and reflect on it
  • 10. THEORETICAL FRAMEWORK â–Ș The Virtual Tutor is based on Vygotsky’s social learning theory that emphasizes the essential nature of social dimensions to learning. â–Ș The importance of peer learning was stressed in the development of the Zone of Proximal Development (ZDP) defined as ‘the distance between the actual development level as determined by independent problem solving and the level of potential development as determined through problem solving under adult guidance or in collaboration with more capable peers’ â–Ș The Zone is not some clear-cut space that exists independently of the process of joint activity itself but it is created in the course of collaboration. (Vygotsky, 1978)
  • 11. THE VIRTUAL TUTOR â–Ș acts as co-learner able to support learners’ knowledge construction; â–Ș provides a cognitive model of competent performance; â–Ș has no position of authority with respect to the learner, because this create a trusting relationship that might facilitate self-disclosure of ignorance and misconception; â–Ș monitors learner performance; â–Ș diagnoses, corrects and manages misconceptions and errors; â–Ș adds to and extends learners’ current capabilities; â–Ș modifies learners’ current capabilities; â–Ș rebuilds new understanding when learners have a misconception.
  • 12. Link with a Reflection Model clarify the connection between the reflection model and games in order to improve the MIRROR conceptualization of serious games as tools for reflection “Do work” step in the 3D game
  • 13. The Learning Diary Conduct reflection session in the 3D game (post game)
  • 18. VIRTUAL TUTOR: PUSH and PULL Push: learners can ask for the help of Pull: in some precise situation Maria Maria whenever they feel it is relevant. appears inside the game through a pop-up window to help users deal with difficult situations
  • 19. FORMATIVE EVALUATION ‘This would have been ‘The Virtual Tutor is a ‘Mini games are really really helpful when we good support inside fun and teach me first started’. the game’. something that seems to be really important’. ‘It’s really helpful’. ‘I was really immersed ‘Tutor really helps me inside the game’. during the game’. ‘Mrs Violet looks exactly ‘The game is really ‘The tutor’s feedback, the like Mrs XX and she says innovative, I like the scores and the learning exactly those sorts of way patients are diary help me to reflect things!’. distributed inside the about my game environment, the experience’. challenges I have to address and the mini games’.
  • 20. video
  • 21. Insights and Lessons Learned Normally a coach/facilitator supports the transfer exercise between virtual and real experiences: â–Ș We have shown that part of this support can be transferred into a game, adding it as a narrative element, without breaking the plot and the engagement. Users find it useful and like it. â–Ș The virtual tutor supports self-regulated learning. â–Ș The logics and mechanics of this virtual tutorial support is transferrable to other domains.
  • 22. Next Steps
. New Scenarios: ‱ Emergency training in a hospital after an earthquake ‱ Flexible working styles in a modern company ‱ Soft skills training
  • 23. Next Steps
. New Features: â–Ș User generated content through NPCs (authoring tool) â–Ș Dynamic scenes (repeatability)
  • 24. THE MIRROR PROJECT @MirrorIP www.mirror-project.eu LinkedIn: MIRROR – reflective learning at work
  • 25. A serious game to introduce autistic people into a job www.ispectrum.eu @iSpectrumEU
  • 26. ‱ 3 workplace scenarios: ‱ Office ‱ Small supermarket ‱ Commercial garden centre ‱ 6 phases each: ‱ Avatar selection ‱ Short interview at a work placement office ‱ Short interview with the new employer ‱ First day at work ‱ About a month into work ‱ About 3 months into work
  • 27.
  • 28. Each scenario contains a range of situations relating to both the work being undertaken and the social situations that may be encountered in the workplace with raising difficulty; e.g: ‱ When to shake the Boss’s hand ‱ Identification of facial emotions exhibited by colleagues.
  • 29. Buddy: Peer-to-peer learning: The buddy appears in each of the work scenarios. His job is to guide the player through the early stages of the game. He does this through instructions, and by giving feedback to the player’s choices. In a real world scenario new employees can hopefully have more experienced and empathic employee as a buddy.
  • 30.
  • 31. Project Objective Extensive investigation of the issues related to long-term physical/cognitive rehabilitation processes and the identification of suitable technical solutions to efficiently support them Develop an efficient, effective and engaging virtual rehabilitation environment for home-based rehabilitation to enable elderly people to enjoy high quality rehabilitation for a much longer period than the Health System can currently afford. Standard hardware components and devices, suitable medical data processing algorithms, personalized and serious-games based rehabilitation pathways, Web2.0 social and communication tools
  • 32. Games Based Rehabilitation ‱ provide exercises and training - based on serious-games - within a personalized, user friendly and engaging rehabilitation program ‱ offer a cost effective infrastructure with integrated sensors ‱ collect relevant physical and medical parameters for patients’ status inspection and prevention ‱ support off-line/on-line management and monitoring of the rehabilitation protocol ‱ promote patient’s social participation and community building Patient’s home: place where physical and cognitive rehabilitation process can be performed in an intensive and engaging though controlled way, while promoting social inclusion and quality of life.
  • 33. Thank you for your attention! Lucia Pannese CEO, imaginary srl Mob. +39 338 8785839 Innovation Network Politecnico di lucia.pannese@i-maginary.it Milano Skype: lueolli @lpannese Via Mauro Macchi, 50 - 20124 Milan Phone +39 02 89458.576 www.i-maginary.it