Simulation through Gaming and other Virtual Experiences Michelle - - PowerPoint PPT Presentation
Simulation through Gaming and other Virtual Experiences Michelle - - PowerPoint PPT Presentation
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
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Digital Natives? Millenials?
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What do Students Need?
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What Works?
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Nursing Education
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Panic Zone Learning Zone ‘Safe to feel Uncomfortable ’ Comfort Zone
Zone of Proximal Development (Vygotsky, 1978)
Courtesy of Jane Paige
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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
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Virtual and Augmented Reality
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https://youtu.be/i4Zt3JZejbg
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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
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Learning Benefits Expected from Serious Games
Drummond, Hadchouel, & Tsniere-2017
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Pillars of Learning
Drummond, Hadchouel, & Tsniere-2017
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Drummond, Hadchouel, & Tsniere-2017
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Examples of Virtual Reality in Education
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Products (
▪ Shadow Health ▪ vSim
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Healthcare Serious Games
http://www.ardeaarts.org/birthBeta/
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Harvard Educators Resources
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Telestrations
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Marshmallow Challenge
https://www.tomwujec.com/design-projects/marshmallow- challenge/
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NASA-Moon Landing
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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
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https://youtu.be/l0q7nweJ8i8
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Mixed Realities in Healthcare Education
▪ https://youtu.be/vS9nnqtmYrI ▪ http://www.etc.cmu.edu/projects/medisim/
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360 videos-experiential & empathy
https://youtu.be/DgDR_gYk_a8
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Questions
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