Simulation through Gaming and other Virtual Experiences · Simulation through Gaming and other...

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Simulation through Gaming and other Virtual

Experiences

Michelle Aebersold PhD, RN, CHSE, FAAN

Clinical Associate Professor and Faculty Lead for Research, Innovation and Technology

Development at the University of Michigan School of Nursing

Digital Natives? Millenials?

What do Students Need?

What Works?

Nursing Education

Panic

Zone

Learning Zone

‘Safe to feel

Uncomfortable

Comfort

Zone

Zone of Proximal Development (Vygotsky, 1978)

Courtesy of Jane Paige

Background

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What is gaming and virtual experiences?

▪ Virtual Reality- The use of computer technology to create an interactive three-

dimensional world in which the objects have a sense of spatial presence

― Simple forms: 3D computer worlds

― Google cardboard, Oculus Go,

― Virtual Patients

▪ Immersive Virtual Reality-

― Oculus Rift

― HTC vive

― CAVE technology

Virtual and Augmented Reality

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https://youtu.be/i4Zt3JZejbg

Important Characteristics-Multiuser Immersive Learning

Scenarios: Nadolski, Hummel, Slootmaker & van der Vegt (2012)

▪ Experience, exploration, reflection and playful gaming

▪ Authentic tasks to be carried out in inspiring learning environments

▪ Collaboration and communication through role play

▪ Immersion

▪ Active and interactive participation

▪ Personalization and adaptation

▪ Self directed learning

▪ User identity

Learning Benefits Expected from Serious Games

Drummond, Hadchouel, & Tsniere-2017

Pillars of Learning

Drummond, Hadchouel, & Tsniere-2017

Drummond, Hadchouel, & Tsniere-2017

Examples of Virtual Reality in Education

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Products (

▪ Shadow Health

▪ vSim

Healthcare Serious Games

http://www.ardeaarts.org/birthBeta/

Harvard Educators Resources

Telestrations

Marshmallow Challenge

https://www.tomwujec.com/design-projects/marshmallow-

challenge/

NASA-Moon Landing

Device and Workflow

▪ Microsoft HoloLens was utilized as the AR device.

▪ AprilTag was placed on the head of the mannequin to project the AR facial

model.

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Stroke Simulation

▪ Evaluate student’s ability to recognize the

patient was having stroke signs and

conduct the FAST stroke assessment.

▪ 85 students divided into groups of 2 or 3

participated in the simulation.

▪ HoloLens had to be worn during the

simulation.

▪ An evaluation survey was conducted

following each simulation.

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Immersive Virtual Reality

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Pediatric Advanced Life Support

https://youtu.be/l0q7nweJ8i8

Mixed Realities in Healthcare Education

▪ https://youtu.be/vS9nnqtmYrI

▪ http://www.etc.cmu.edu/projects/medisim/

360 videos-experiential & empathy

https://youtu.be/DgDR_gYk_a8

Questions

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