Simulation through Gaming and other Virtual Experiences · Simulation through Gaming and other...
Transcript of Simulation through Gaming and other Virtual Experiences · Simulation through Gaming and other...
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
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
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/
Questions
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