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Teaching Cultural Competence
 in Web-Based Communities




       Eric Bauman, PhD, RN
            Alex Games , PhD
                               © Copyright by Eric B. Bauman 2009
                                      All Rights Reserved
Author Information and COI Statement
            Eric Bauman, PhD, RN
               Faculty Associate
 University of Wisconsin School of Medicine &
                 Public Health
         Department of Anesthesiology

  COI: Consultant -Vernon M emorial Healthcare and TM FD
               Investments: Pfizer, SHSAX




                Alex Games, PhD
                Assistant Professor
           Michigan State University
  Department of Telecommunications, Information
                 Studies &Media

                          COI: None
Identity and Consequence
• Virtual communities encourage
  participants to “try on” different
  identities and reflect on the
  consequences of their decisions while
  “wearing” these identities.
                         (Gee, 2003; Turkle, 1995)
Why is Identity and Consequence
  Important in Clinical Education?

• Acculturation and Indoctrination of a
  professional
• Cultural Competence
• Learning as Behavioral Change
                                  Popkewitz, 2007
Acculturation - Indoctrination
•   Part of the educational experience focuses on learning how to
    become part of a cohort

•   Beyond the required professional knowledge base, novice
    clinicians must come to understand the conduct and
    expectations of the rank and profession they hope to join

        How to: Look - Act - React
                                                   Gee, 2003; Popkewitz, 2007
From Novice to Expert: Transition from
     the virtual world to the real world
• Avatars and virtual worlds can be designed
  to evoke students preconceived notions of
  culture and identity
  – In terms of cohort social norms and cues
  – In terms of professional expectations and cues

                                              Benner, 1984
Ulrike (Rica) Dieterle
Librarian
Ebling Health Sciences Library
University of Wisconsin - Madison




  IDENTITY


  Chris Holden, PhD
  Asst. Professor
  University of New Mexico
  University College
Gerald Stapleton
University of Illinois at Chicago
College of Medicine




   IDENTITY

Allan Barclay
Librarian and Information Architect
Ebling Health Sciences Library
University of Wisconsin - Madison
Moses Wolfenstein, MS
                                           Doctoral Student
                                 Department of Curriculum & Instruction
                                   University of Wisconsin-Madison
                                         School of Education


                              So what about Identity?
Identity is fluid and malleable - How can we use this fluidity to enhance learning experiences?

      As instructors should we or do we need to impose restrictions on in-world identity
Cultural Competence
  •   Published literature readily discusses the importance of integrating
      cultural competence into health sciences curricula
  •   There is little literature to indicate that simulation and standardized
      patient education has readily integrated culture and diversity into
      health sciences curricula.
  •   Both obvious and subtle cues related to culture, gender, and race can
      often have profound social-cultural implications and biological
      consequences related to diagnosis and treatment
  •   Cues derived during observational and behavioral encounters may
      drive important decisions related to diagnosis and patient care.

(Culhane-Pera, Reif, Egli, Baker, and Kassekert, 1997; Tervalon and Murray Garcia, 1998;
Smedley, Stith, and Nelson, 2003; Steele and Aronson, 1995)
Learning as Behavioral Change
•   Through in-world interaction and during post experience
    debriefing instructors can facilitate behavioral responses from
    students that represent either cultural competence or cultural
    cliché and stereotypes
•   Educators bear the responsibility for providing environments
    that provide a safe medium to facilitate the transfer of
    knowledge and facilitate behavioral change
•   Web-based and virtual worlds can provide a translational
    platform for behavioral change related to culture and diversity

                                       Thiagarajan, 1992; Games and Bauman 2009
The Ecology of Culturally Competent
       Educational Design
•   Context(s)
•   Character(s)
•   Narrative
•   Activity
Context
•   Virtual simulated spaces can be designed in ways that
    authentically capture environmental fidelity
     – Replicate in virtual form aspects of the real world that
        students occupy in actual practice
•   Safer environments where students could afford to learn from
    mistakes with no risk to patients
     – virtual worlds provide opportunities for learning and
        professional development without the consequences
        associated with actual therapeutic misadventure
•   Virtual simulation overcomes some of the barriers associated
    with fixed or physically created environments
     – Money, Location, Space allocation
                                      Games and Bauman, 2008; Squire 2006; Bauman, 2007
Character
•   The fluidity and malleability of virtual environments applies not
    only to the look and feel of virtual teaching spaces, but also
    learners identities

•   The ability to try on multiple identities may be of great value for
    the construction of learning experiences involving culture and
    diversity

•   Players shape and design their avatars (characters), which
    become their in-world identities

•   Identity expectation related to ones future professional affinity
    group is an important tenet of learning
                                                       (Gee, 2003; Squire, 2006)
Narrative
•   Narratives provide peoples memories with a collection of
    patterns that help them recognize and make sense of the world

•   Narratives assist players in the negotiation of their identities,
    particularly projective identities. Projective identities place
    learners in the shoes of the virtual identities they are playing

•   Narratives also provide spaces for reflection on the
    consequences of student action or inaction. Learners can be
    encouraged to see the consequences of their decisions from
    multiple perspectives and deliberate practice
                                                       (Bruner, 1991; Gee, 1991, 2003)
Activity
•   Interactivity is one of the most important defining characteristics of
    successful learning in games and virtual worlds.

•   Participation in virtual worlds is only meaningful when players are
    actively engaged in their environment rather than passively observing it

•   The game and its environment define identity and developing affinity
    groups

•   In the health sciences, virtual spaces include familiar settings where
    learners can practice many of the activities germane to the professions
    they hope to join

                                             (Gee, 2003; Taekman, Segall, Hobbs and Wright 2007)
Conclusion
•   Virtual or web- based communities that authentically replicate real-
    world clinical experiences can provide translational educational and
    research experiences for both students and educators
•   virtual platforms facilitate access to learning experiences that would
    otherwise be difficult or impossible to recreate in traditional educational
    environments
•   Virtual or web-based experiences may provide consistent exposure to
    diverse cultural content across curricula that are NOT available in
    actual clinical or traditional mannikin-based simulation environments
•   Virtual and web-based educational platforms should take advantage
    the malleable nature of their environment to further develop student
    experiences related to culture and diversity
•   Evaluation of virtual worlds in the context of health sciences
    education is important because the potential for understanding
    the role of cultural sensitivity in virtual and designed
    environments may provide a useful lens for assessment of
    cultural competence
References
Bauman, E. (2007). High fidelity simulation in healthcare. Ph.D. dissertation, The University of Wisconsin-
     Madison, United States. Dissertations & Thesis @ CIC Institutions database. (Publication no. AAT
     3294196)
Benner, P. (1984). From novice to expert: Excellence and power in clinical nursing practice. Menlo Park, CA:
     Addison-Wesley.
Bruner, J. (1991). The narrative construction of reality. Critical Inquiry 18 (Autumn), 1-20.
Culhane-Pera, K.A., Reif, C., Egli, E., Baker, N.J., and Kassekert (1997). A curriculum for multicultural
     education in family medicine. Family Medicine, 29(10), 719-723.
Games, I. and Bauman, E. (In Press). Virtual worlds: An environment for cultural sensitivity education in the
     health sciences. International Journal of Web Based Communities.
Gee, J. P. (1991). Memory and myth: A perspective on narrative. In A. McCabe & C. Peterson (Eds.), Developing
     narrative structure (pp. 1 - 26). Mahwah, NJ: Erlbaum.
Gee, J.P. (2003) What Videogames Have to Teach Us Ab out Learning and Literacy. New York, NY: Palgrave-
     McMillan.
Popkewitz, T. (2007). Cosmopolitianism and the age of school reform: science, education and making a
     society by making the child. Routledge.
Smedley, B. D, Stith, A. Y, and Nelson, A. R. (Eds.). (2003) Unequal treatment: Confronting racial and ethnic
     disparities in health care. Washington, D.C.: National Academies Press.
Steele, C.M. & Aronson, J. (1995) Stereotype Threat and the Intellectual Test Performance of African
     Americans. Journal of Personality and Social Psychology. 69(5), 797-811.
Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher.
     35(8), 19-29.
Taekman J.M., Segall N., Hobbs G., and Wright, M.C. (2007). 3DiTeams: Healthcare team training in a virtual
     environment. Anesthesiology. 2007: 107: A2145.
Tervalon, M. and Murray-Garcia, J. (1998). Cultural humility versus cultural competence: A critical distinction in
     defining physician training outcomes in multicultural education. Journal of Health Care for the Poor and
     Underserved, 9(2), 117-125.
Turkle, S. (1995) Life on the screen. Identity in the age of the Internet. New York: Touchstone.
Special Thanks
• Eric Graves: American Research Institute
• Gerald Stapleton: University of Illinois at Chicago
  College of Medicine
• Jerry Heneghan: Virtual Heroes
• Jeff Taekman: Duke University - Human Simulation
  and Patient Safety Center
• Bob Waddington: SimQuest
• Allan Barklay: University of Wisconsin - Madison,
  Ebling Library
Contact Information
Eric Bauman, PhD, RN
B6/319 CSC
Department of Anesthesiology
600 Highland Avenue
Madison, WI 53792-3272

Email: ebauman@wisc.edu
Office: 608-263-5911
Linkedin: http://www.linkedin.com/in/ericbbauman

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2009 Inacsl Bauman

  • 1. Teaching Cultural Competence in Web-Based Communities Eric Bauman, PhD, RN Alex Games , PhD © Copyright by Eric B. Bauman 2009 All Rights Reserved
  • 2. Author Information and COI Statement Eric Bauman, PhD, RN Faculty Associate University of Wisconsin School of Medicine & Public Health Department of Anesthesiology COI: Consultant -Vernon M emorial Healthcare and TM FD Investments: Pfizer, SHSAX Alex Games, PhD Assistant Professor Michigan State University Department of Telecommunications, Information Studies &Media COI: None
  • 3. Identity and Consequence • Virtual communities encourage participants to “try on” different identities and reflect on the consequences of their decisions while “wearing” these identities. (Gee, 2003; Turkle, 1995)
  • 4. Why is Identity and Consequence Important in Clinical Education? • Acculturation and Indoctrination of a professional • Cultural Competence • Learning as Behavioral Change Popkewitz, 2007
  • 5. Acculturation - Indoctrination • Part of the educational experience focuses on learning how to become part of a cohort • Beyond the required professional knowledge base, novice clinicians must come to understand the conduct and expectations of the rank and profession they hope to join How to: Look - Act - React Gee, 2003; Popkewitz, 2007
  • 6. From Novice to Expert: Transition from the virtual world to the real world • Avatars and virtual worlds can be designed to evoke students preconceived notions of culture and identity – In terms of cohort social norms and cues – In terms of professional expectations and cues Benner, 1984
  • 7. Ulrike (Rica) Dieterle Librarian Ebling Health Sciences Library University of Wisconsin - Madison IDENTITY Chris Holden, PhD Asst. Professor University of New Mexico University College
  • 8. Gerald Stapleton University of Illinois at Chicago College of Medicine IDENTITY Allan Barclay Librarian and Information Architect Ebling Health Sciences Library University of Wisconsin - Madison
  • 9. Moses Wolfenstein, MS Doctoral Student Department of Curriculum & Instruction University of Wisconsin-Madison School of Education So what about Identity? Identity is fluid and malleable - How can we use this fluidity to enhance learning experiences? As instructors should we or do we need to impose restrictions on in-world identity
  • 10. Cultural Competence • Published literature readily discusses the importance of integrating cultural competence into health sciences curricula • There is little literature to indicate that simulation and standardized patient education has readily integrated culture and diversity into health sciences curricula. • Both obvious and subtle cues related to culture, gender, and race can often have profound social-cultural implications and biological consequences related to diagnosis and treatment • Cues derived during observational and behavioral encounters may drive important decisions related to diagnosis and patient care. (Culhane-Pera, Reif, Egli, Baker, and Kassekert, 1997; Tervalon and Murray Garcia, 1998; Smedley, Stith, and Nelson, 2003; Steele and Aronson, 1995)
  • 11. Learning as Behavioral Change • Through in-world interaction and during post experience debriefing instructors can facilitate behavioral responses from students that represent either cultural competence or cultural cliché and stereotypes • Educators bear the responsibility for providing environments that provide a safe medium to facilitate the transfer of knowledge and facilitate behavioral change • Web-based and virtual worlds can provide a translational platform for behavioral change related to culture and diversity Thiagarajan, 1992; Games and Bauman 2009
  • 12. The Ecology of Culturally Competent Educational Design • Context(s) • Character(s) • Narrative • Activity
  • 13. Context • Virtual simulated spaces can be designed in ways that authentically capture environmental fidelity – Replicate in virtual form aspects of the real world that students occupy in actual practice • Safer environments where students could afford to learn from mistakes with no risk to patients – virtual worlds provide opportunities for learning and professional development without the consequences associated with actual therapeutic misadventure • Virtual simulation overcomes some of the barriers associated with fixed or physically created environments – Money, Location, Space allocation Games and Bauman, 2008; Squire 2006; Bauman, 2007
  • 14. Character • The fluidity and malleability of virtual environments applies not only to the look and feel of virtual teaching spaces, but also learners identities • The ability to try on multiple identities may be of great value for the construction of learning experiences involving culture and diversity • Players shape and design their avatars (characters), which become their in-world identities • Identity expectation related to ones future professional affinity group is an important tenet of learning (Gee, 2003; Squire, 2006)
  • 15. Narrative • Narratives provide peoples memories with a collection of patterns that help them recognize and make sense of the world • Narratives assist players in the negotiation of their identities, particularly projective identities. Projective identities place learners in the shoes of the virtual identities they are playing • Narratives also provide spaces for reflection on the consequences of student action or inaction. Learners can be encouraged to see the consequences of their decisions from multiple perspectives and deliberate practice (Bruner, 1991; Gee, 1991, 2003)
  • 16. Activity • Interactivity is one of the most important defining characteristics of successful learning in games and virtual worlds. • Participation in virtual worlds is only meaningful when players are actively engaged in their environment rather than passively observing it • The game and its environment define identity and developing affinity groups • In the health sciences, virtual spaces include familiar settings where learners can practice many of the activities germane to the professions they hope to join (Gee, 2003; Taekman, Segall, Hobbs and Wright 2007)
  • 17. Conclusion • Virtual or web- based communities that authentically replicate real- world clinical experiences can provide translational educational and research experiences for both students and educators • virtual platforms facilitate access to learning experiences that would otherwise be difficult or impossible to recreate in traditional educational environments • Virtual or web-based experiences may provide consistent exposure to diverse cultural content across curricula that are NOT available in actual clinical or traditional mannikin-based simulation environments • Virtual and web-based educational platforms should take advantage the malleable nature of their environment to further develop student experiences related to culture and diversity • Evaluation of virtual worlds in the context of health sciences education is important because the potential for understanding the role of cultural sensitivity in virtual and designed environments may provide a useful lens for assessment of cultural competence
  • 18. References Bauman, E. (2007). High fidelity simulation in healthcare. Ph.D. dissertation, The University of Wisconsin- Madison, United States. Dissertations & Thesis @ CIC Institutions database. (Publication no. AAT 3294196) Benner, P. (1984). From novice to expert: Excellence and power in clinical nursing practice. Menlo Park, CA: Addison-Wesley. Bruner, J. (1991). The narrative construction of reality. Critical Inquiry 18 (Autumn), 1-20. Culhane-Pera, K.A., Reif, C., Egli, E., Baker, N.J., and Kassekert (1997). A curriculum for multicultural education in family medicine. Family Medicine, 29(10), 719-723. Games, I. and Bauman, E. (In Press). Virtual worlds: An environment for cultural sensitivity education in the health sciences. International Journal of Web Based Communities. Gee, J. P. (1991). Memory and myth: A perspective on narrative. In A. McCabe & C. Peterson (Eds.), Developing narrative structure (pp. 1 - 26). Mahwah, NJ: Erlbaum. Gee, J.P. (2003) What Videogames Have to Teach Us Ab out Learning and Literacy. New York, NY: Palgrave- McMillan. Popkewitz, T. (2007). Cosmopolitianism and the age of school reform: science, education and making a society by making the child. Routledge. Smedley, B. D, Stith, A. Y, and Nelson, A. R. (Eds.). (2003) Unequal treatment: Confronting racial and ethnic disparities in health care. Washington, D.C.: National Academies Press. Steele, C.M. & Aronson, J. (1995) Stereotype Threat and the Intellectual Test Performance of African Americans. Journal of Personality and Social Psychology. 69(5), 797-811. Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher. 35(8), 19-29. Taekman J.M., Segall N., Hobbs G., and Wright, M.C. (2007). 3DiTeams: Healthcare team training in a virtual environment. Anesthesiology. 2007: 107: A2145. Tervalon, M. and Murray-Garcia, J. (1998). Cultural humility versus cultural competence: A critical distinction in defining physician training outcomes in multicultural education. Journal of Health Care for the Poor and Underserved, 9(2), 117-125. Turkle, S. (1995) Life on the screen. Identity in the age of the Internet. New York: Touchstone.
  • 19. Special Thanks • Eric Graves: American Research Institute • Gerald Stapleton: University of Illinois at Chicago College of Medicine • Jerry Heneghan: Virtual Heroes • Jeff Taekman: Duke University - Human Simulation and Patient Safety Center • Bob Waddington: SimQuest • Allan Barklay: University of Wisconsin - Madison, Ebling Library
  • 20. Contact Information Eric Bauman, PhD, RN B6/319 CSC Department of Anesthesiology 600 Highland Avenue Madison, WI 53792-3272 Email: ebauman@wisc.edu Office: 608-263-5911 Linkedin: http://www.linkedin.com/in/ericbbauman