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Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
Paramedic	
  
Game	
  -­‐	
  Based	
  Teaching	
  and	
  Learning	
  for	
  Nursing	
  and	
  
Healthcare	
  Educa?on	
  
The	
  NLN/Boise	
  State	
  University	
  2nd	
  Simula9on	
  Conference:	
  Exploring	
  New	
  Ideas	
  in	
  Simula9on	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
Disclosures	
  &	
  Affilia?ons	
  
Eric	
  B.	
  Bauman,	
  PhD,	
  RN,	
  Paramedic	
  
–  Fellow:	
  University	
  of	
  Wisconsin	
  School	
  of	
  
Educa?on	
  -­‐	
  	
  Games+Learning+	
  Society	
  (GLS)	
  
–  Assistant	
  Dean:	
  Ins?tute	
  for	
  Research	
  and	
  
Clinical	
  Strategy	
  –	
  DeVry	
  Educa?on	
  Group	
  
–  Associate	
  Director:	
  Center	
  for	
  Excellence	
  in	
  
Simula?on	
  Educa?on	
  -­‐	
  DeVry	
  Educa?on	
  Group	
  
–  Division	
  Chief,	
  EMS	
  –	
  Blooming	
  Grove	
  Fire	
  Dept.	
  
–  Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
–  Managing	
  Member	
  –	
  Forensic	
  Analy?cs,	
  LLC	
  	
  
–  Springer	
  Publishing	
  –	
  Author	
  	
  
–  Relevant	
  Stock	
  –	
  CAE,	
  Zynga,	
  GE,	
  Pfizer	
  
–  Society	
  for	
  Simula?on	
  in	
  Healthcare	
  (SSH)	
  
	
  Serious	
  Games	
  &	
  VE	
  SIG	
  Co-­‐Chair	
  
–  Interna?onal	
  Nursing	
  Associa?on	
  for	
  Clinical	
  
Simula?on	
  and	
  Learning	
  (INACSL)	
  
Any	
  and	
  all	
  discussion	
  and	
  content	
  represents	
  the	
  views	
  and	
  scholarship	
  of	
  the	
  presenters	
  and	
  does	
  not	
  
proclaim	
  to	
  and	
  may	
  not	
  represent	
  the	
  views	
  of	
  any	
  employer	
  or	
  affilia?ons	
  named	
  in	
  these	
  disclosures	
  
Objec?ves	
  
•  Par?cipants	
  will	
  explore	
  how	
  to	
  use	
  game-­‐based	
  
learning	
  in	
  educa?onal	
  contexts	
  
•  Par?cipants	
  will	
  be	
  able	
  to	
  iden?fy	
  types	
  of	
  content	
  
that	
  provides	
  a	
  good	
  fit	
  with	
  game-­‐based	
  learning	
  
•  Par?cipants	
  will	
  explore	
  how	
  game-­‐based	
  learning	
  
provides	
  an	
  expansion	
  of	
  the	
  clinical	
  learning	
  space	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
©Bauman	
  2014	
  All	
  Rights	
  Reserved	
  
Games	
  versus	
  Simula?on	
  
•  Tradi?onal	
  Perspec?ve	
  on	
  Games	
  
– Goal	
  Oriented	
  
– Rule	
  Based	
  
– Sense	
  of	
  Consequence	
  	
  
•  Rewards	
  or	
  otherwise	
  
•  Tradi?onal	
  Perspec?ve	
  on	
  Simula?on	
  
– Imita?on	
  of	
  something	
  real	
  
– Representa?on	
  of	
  key	
  design	
  elements	
  or	
  
variables	
  of	
  a	
  system	
  or	
  process	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  ©Bauman	
  2014	
  Rights	
  Reserved	
  
Games	
  versus	
  Simula?on	
  
•  To	
  a	
  large	
  extent	
  this	
  debate	
  has	
  been	
  played	
  
out	
  among	
  educators	
  
•  We	
  want	
  to	
  engage	
  learners	
  in	
  a	
  situated	
  
context	
  
•  Game	
  Mechanics	
  work	
  to	
  engage	
  the	
  learner	
  
within	
  the	
  digital	
  environment	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  ©Bauman	
  2014	
  Rights	
  Reserved	
  
Games	
  and	
  Simula?on	
  
Clinical Practice
Simulation
Experience
Knowledge Acquisition
Behavior
Didactic
Illustration	
  2.1	
  
Rethought	
  Simulation	
  to	
  Practice	
  Pathway
©	
  Bauman	
  2010	
  ©	
  Bauman	
  2012
Games
Cognitive	
  Aid
Games
“We	
  are	
  entering	
  the	
  Ludic	
  Century…	
  
…	
  we	
  will	
  use	
  games	
  to	
  shape	
  the	
  future	
  of	
  educa?on”	
  	
  
Ludology	
  
Eric	
  Zimmerman,	
  NYU	
  Games	
  Center	
  
6/15/2011	
  at	
  GLS7	
  
www.ericzimmerman.com/	
  
hjp://gamecenter.nyu.edu/tag/eric-­‐zimmerman	
   ©Bauman	
  2012	
  Rights	
  Reserved	
  
Ludic	
  Pedagogy	
  
©Bauman	
  2014	
  Rights	
  Reserved	
  
The	
  manner	
  through	
  which	
  games	
  teach	
  players	
  to	
  play	
  …	
  
The	
  manner	
  through	
  which	
  games	
  teach	
  learners	
  to	
  learn	
  
hjp://etd.lsu.edu/docs/available/etd-­‐11092011-­‐154402/unrestricted/jbroussard_disserta?on.pdf	
  
Gamifica?on	
  
©Bauman	
  2014	
  Rights	
  Reserved	
  
• 	
  	
  	
  	
  	
  Makes	
  	
  content	
  more	
  engaging	
  
•  	
  Encourages	
  users	
  to	
  engage	
  in	
  desired	
  behaviors	
  
•  	
  Illustrates	
  a	
  path	
  to	
  mastery	
  &	
  autonomy	
  
•  	
  Provides	
  incen?ve	
  to	
  complete	
  chores	
  or	
  tasks	
  otherwise	
  seen	
  as	
   	
  
	
  boring	
  
•  	
  Data	
  from	
  “gamified”	
  applica?ons	
  can	
  be	
  leveraged	
  for	
  CQI	
  Projects,	
  
	
  Curricula	
  and	
  	
  ROI	
  Evalua?on	
  	
  
Examples 	
  	
  
Leader	
  boards,	
  badges,	
  level-­‐ups,	
  puzzles,	
  	
  
?mers	
  and	
  status	
  bars	
   	
   	
   	
   	
  	
  
	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
  	
  
The	
  use	
  of	
  game	
  design	
  elements	
  in	
  non-­‐game	
  contexts	
  
Badges	
  etc…	
  
Game	
  Design	
  over	
  Gamifica?on!	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
“Games	
  are	
  Machines	
  For	
  Gaining	
  Competence”	
  
Reward	
  should	
  come	
  from	
  Mastery	
  	
  
Game	
  Does	
  not	
  by	
  Defini?on	
  =	
  Fun	
  
Thus	
  Gamifica?on	
  is	
  not	
  always	
  Playful	
  
Sebas?an	
  Deterding	
  
GLS	
  8	
  –	
  June	
  15,	
  	
  2012	
  
Metagaming	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
It	
  is	
  the	
  use	
  of	
  out-­‐of-­‐game	
  [out	
  of	
  curriculum]	
  informa?on	
  or	
  
resources	
  to	
  affect	
  one's	
  in-­‐game	
  [prac?ce]	
  decisions…	
  
Transcends	
  a	
  prescribed	
  rule	
  set	
  …uses	
  external	
  factors	
  to	
  
affect	
  the	
  game	
  [prac?ce],	
  or	
  goes	
  beyond	
  the	
  supposed	
  
limits	
  of	
  the	
  game	
  [prac?ce]	
  environment	
  
hjp://en.wikipedia.org/wiki/Metagaming	
  
Metagaming	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Imagine	
  a	
  mobile	
  applica?on	
  or	
  game	
  that	
  could	
  be	
  leveraged	
  for	
  
unique	
  learning	
  and	
  later	
  as	
  a	
  cogni?ve	
  aid	
  during	
  actual	
  prac?ce	
  
hjp://www.gcrme.med.miami.edu/harvey_features.php	
  
hjp://www.hollandcollege.com/admissions/full_?me_programs/prac?cal_nursing/	
  
Metagaming	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Virtual	
  Worlds	
  	
  	
  
Game-­‐Based	
  Plavorm	
  
©Bauman	
  2013	
  Rights	
  Reserved	
  
Virtual	
  worlds:	
  an	
  environment	
  that	
  hosts	
  a	
  synchronous	
  digital	
  environment,	
  persistent	
  network	
  
of	
  people,	
  represented	
  as	
  avatars,	
  facilitated	
  by	
  networked	
  computers	
  (Bell,	
  2008)	
  
Game-­‐based	
  pla3orm:	
  An	
  environment	
  that	
  provides	
  a	
  narra?ve	
  and	
  system	
  of	
  rewards	
  for	
  
accomplishing	
  specific	
  tasks	
  and	
  objec?ves.	
  Game-­‐based	
  plavorms	
  use	
  virtual	
  environments	
  to	
  
stage	
  the	
  game.	
  Not	
  all	
  virtual	
  reality	
  environments	
  are	
  game-­‐based	
  (Bauman,	
  2010,	
  p.	
  186).	
  
Layered	
  Learning	
  Model	
  
Didac?c	
  
Prepara?on	
  
Interac?ve	
  
Applica?on	
  
Task	
  Trainer	
  
or	
  
Simulator	
  
Real	
  World	
  
Experience	
  
©Bauman	
  2014	
  
Situated	
  learning	
  experiences	
  link	
  didac?c	
  content	
  with	
  prac?cal	
  hands	
  on	
  experiences	
  	
  
Game-­‐Based	
  Learning	
  and	
  Reward	
  
©Bauman	
  2014	
  Rights	
  Reserved	
  
Intrinsic	
  	
   Extrinsic	
  	
  
Reward	
  comes	
  from	
  Mastery	
   Tangible	
  Reward	
  
Goals	
  are	
  clear,	
  meaningful	
  and	
  situated	
   Goals	
  assigned	
  
Progress	
  is	
  intui?ve	
  apparent	
  and	
  
immediate	
  [real-­‐?me	
  or	
  just-­‐in-­‐?me]	
  
Progress	
  is	
  determined	
  or	
  assigned	
  
outside	
  of	
  the	
  current	
  ac?vity	
  
Endorses	
  or	
  reinforces	
  behavior	
  you	
  are	
  
already	
  commijed	
  to	
  or	
  hope	
  to	
  engage	
  
in	
  the	
  future	
  –	
  Represents	
  Player	
  Agency	
  
If	
  you	
  complete	
  this	
  task	
  you	
  will	
  be	
  given	
  
access	
  to	
  another	
  task	
  –	
  Hierarchical	
  
Direc?on	
  
Autonomous	
  	
   Directed	
  
Ac?ve	
  Learning	
   Compliance	
  
Outcome	
  Driven	
  Deep	
  Meaning	
  
Crea?ve	
   Shallow	
  
Good	
  Fit	
  for	
  Game-­‐Based	
  Teaching	
  &	
  Learning	
  
•  Are	
  you	
  using	
  simula?on	
  to	
  meet	
  your	
  needs	
  or	
  your	
  students	
  needs	
  
•  Using	
  technology	
  for	
  the	
  sake	
  of	
  technology	
  oxen	
  leaves	
  students	
  confused	
  
and	
  faculty	
  frustrated	
  	
  
•  Understand	
  that	
  all	
  forms	
  of	
  technology	
  have	
  their	
  limita?ons	
  
•  Play	
  down	
  the	
  “coolness”	
  and	
  “be-­‐all…	
  end	
  all”	
  factor	
  with	
  students.	
  	
  
©Bauman	
  2014	
  Rights	
  Reserved	
  
Good	
  Fit	
  for	
  Game-­‐Based	
  Learning	
  &	
  Simula?on	
  
R.	
  Kyle	
  
In	
  order	
  to	
  accomplish	
  a	
  good	
  fit	
  between	
  technology	
  and	
  curriculum,	
  
the	
  instruc?on	
  must	
  be	
  effec?ve,	
  efficient	
  and	
  appealing	
  –	
  and	
  that	
  
technology	
  without	
  good	
  fit	
  becomes	
  a	
  distrac?on	
  to	
  learning	
  	
  
Ralston-­‐Berg,	
  P.	
  &	
  Lara,	
  M.	
  in	
  Bauman,	
  E.B.(2012).	
  	
  
©Bauman	
  2014	
  All	
  Rights	
  Reserved	
  
Good	
  Fit	
  
	
  Game-­‐based	
  learning	
  taking	
  place	
  in	
  created	
  
spaces	
  or	
  simula?on	
  occurring	
  in	
  digital	
  
environments	
  are	
  best	
  leveraged	
  for	
  lessons	
  that	
  
encompass	
  designed	
  experiences	
  that	
  focus	
  on	
  
behavioral	
  or	
  decision	
  aspects	
  of	
  prac?ce	
  and	
  
some	
  forms	
  of	
  targeted	
  psychomotor	
  training…	
  
–  Accultura?on	
  
–  Decision	
  Making	
  
–  Team	
  Training	
  	
  
–  Workload/Time	
  Management	
  
–  Procedural	
  Demonstra?on	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  ©Bauman	
  2014	
  Rights	
  Reserved	
  
Tearing	
  Down	
  the	
  Ivory	
  Towers	
  
•  Games	
  can	
  be	
  deployed	
  through	
  
online	
  Learning	
  Plavorms	
  
•  Digital	
  Games	
  provide	
  a	
  
distributed	
  learning	
  opportunity	
  
	
  Any?me	
  and	
  Anywhere	
  learning	
  
•  Digital	
  and	
  Game-­‐Based	
  
Environments	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  ©Bauman	
  2014	
  Rights	
  Reserved	
  
Expansion	
  of	
  the	
  Clinical	
  Space	
  
Expansion	
  of	
  the	
  Clinical	
  Space	
  
Created	
  Space	
  
An	
  environment	
  that	
  has	
  been	
  specifically	
  engineered	
  to	
  
accurately	
  replicate	
  an	
  actual	
  exis?ng	
  space,	
  producing	
  
sufficient	
  authen?city	
  and	
  fidelity	
  to	
  allow	
  for	
  the	
  
suspension	
  of	
  disbelief.	
  	
  
Bauman	
  2007	
  
hjp://www.mimicsimula?on.com	
  
Expansion	
  of	
  the	
  Clinical	
  Space	
  
Designed	
  Experience	
  
…is	
  engineered	
  to	
  include	
  structured	
  ac?vi?es	
  targeted	
  to	
  facilitate	
  
interac?ons	
  that	
  drive	
  an?cipated	
  experiences.	
  	
  These	
  ac?vi?es	
  are	
  
created	
  to	
  embody	
  par?cipant	
  experience	
  as	
  performance.	
  	
  
Squire,	
  2006	
  
Good	
  Game	
  –	
  Well	
  Played	
  or	
  Not	
  
Entertainment	
  Game	
  
Strives	
  to	
  keep	
  the	
  player	
  in	
  the	
  game-­‐based	
  environment.	
  	
  Players	
  need	
  
to	
  feel	
  like	
  the	
  cost	
  of	
  the	
  game	
  (money	
  and	
  commitment)	
  was	
  
worthwhile.	
  	
  This	
  encourages	
  subscrip?on	
  fees	
  and	
  future	
  franchise	
  
purchases.	
  
Educa9onal	
  or	
  Learning	
  Game	
  
Prepares	
  learners	
  through	
  game-­‐play	
  and	
  game	
  mechanics	
  for	
  and	
  out	
  
of	
  game	
  experience.	
  It	
  strives	
  to	
  prepare	
  for	
  some	
  other	
  type	
  of	
  success.	
  
Good	
  Game	
  –	
  Well	
  Played	
  or	
  Not	
  
Educa9onal	
  or	
  Learning	
  Games:	
  
	
  Solve	
  a	
  problem	
  
	
  Map	
  back	
  to	
  the	
  curriculum	
  
	
  Must	
  be	
  evaluated	
  for	
  efficacy	
  and	
  correla?on	
  with	
  outcomes	
  
It	
  is	
  possible	
  to	
  repurpose	
  Commercial	
  Games	
  for	
  learning	
  
	
  It	
  is	
  about	
  the	
  context,	
  objec?ves,	
  and	
  narra?ve	
  
Remember	
  in	
  Healthcare	
  and	
  Educa?on	
  –	
  Do	
  No	
  Harm	
  
hjp://e27.co/design-­‐studio-­‐workshop-­‐with-­‐will-­‐evans-­‐of-­‐the-­‐library-­‐corpora?on/	
  
Good	
  Game	
  –	
  Well	
  Played	
  or	
  Not	
  
In	
  a	
  2010	
  survey	
  of	
  two	
  medical	
  schools,	
  students	
  responded	
  
they	
  would	
  use	
  serious	
  games	
  under	
  the	
  following	
  condi?ons:	
  	
  
	
  97%	
  if	
  game	
  is	
  fun	
  
	
  77%	
  if	
  helped	
  to	
  accomplish	
  an	
  important	
  goal	
  
	
  90%	
  if	
  helped	
  to	
  develop	
  skills	
  in	
  pa?ent	
  interac?ons	
  
hjps://www.aamc.org/download/326404/data/technologynowgame-­‐basedlearninginmedicaleduca?on.pdf	
  
Knosp,	
  B.,	
  Hamill,	
  G.,	
  Correl,	
  J.	
  &	
  GIR	
  Ed	
  Tech	
  Work	
  Group	
  (2013)	
  
Among	
  the	
  more	
  than	
  200	
  medical	
  students	
  surveyed,	
  77	
  percent	
  
said	
  they	
  would	
  par?cipate	
  in	
  a	
  mul?-­‐player	
  online	
  health	
  care	
  
simulator	
  provided	
  it	
  helped	
  them	
  to	
  accomplish	
  an	
  important	
  
goal.	
   Nauert,	
  R.	
  (2010)	
  
hjp://psychcentral.com/news/2010/08/11/medical-­‐school-­‐educa?on-­‐from-­‐video-­‐games/16680.html	
  
Pu{ng-­‐It-­‐Altogether	
  
©Bauman	
  2014	
  Rights	
  Reserved	
  
Ecology	
  of	
  Culturally	
  Competent	
  Design	
  
Addresses	
  the	
  rigors	
  and	
  challenges	
  of	
  accurately	
  situa?ng	
  
culture	
  within	
  virtual	
  environments	
  using	
  a	
  four-­‐element	
  
model	
  that	
  emphasizes	
  the	
  importance	
  of	
  ac:vi:es,	
  contexts,	
  
narra:ves,	
  and	
  characters.
-­‐	
  Bauman	
  &	
  Games	
  2010;	
  Games	
  &	
  Bauman,	
  2011	
  -­‐	
  	
  
hjp://www.thehealingblade.com	
  	
  
What	
  Makes	
  a	
  Good	
  Game	
  
Pu{ng-­‐It-­‐Altogether	
  
©Bauman	
  &	
  Ralston-­‐Berg	
  2013	
  All	
  Rights	
  Reserved	
  
Virtual	
  
Environment	
  
Game	
  
Environment	
  
Created	
  Space	
  
Designed	
  
Experience	
  
Mini-­‐Games	
  
Meta-­‐
gaming	
  
3DiTeams-­‐Healthcare	
  
Team	
  Training	
  in	
  a	
  Virtual	
  
Environment	
  
Jeff	
  Taekman,	
  et	
  al	
  
Duke	
  University	
  Medical	
  Center	
  
Examples	
  and	
  Demos	
  Team	
  Training	
  &	
  Decision	
  Making	
  
Demos	
   Skill	
  &	
  Knowledge	
  Development	
  
DEMO	
  
iPad	
  Skin	
  Prep	
  Applica?on	
   ©Bauman	
  2014	
  All	
  Rights	
  Reserved	
  
Mobile	
  App	
  
Demos	
  
CliniSpace	
  Applica?ons	
   ©Bauman	
  2014	
  All	
  Rights	
  Reserved	
  
Virtual	
  World	
  
Demos	
  
Anatomy	
  Browser	
   ©Bauman	
  2013	
  All	
  Rights	
  Reserved	
  
Mobile	
  App	
  &Skill	
  Development	
  
Demos	
  
Zombies	
  –	
  PrgeneratorX	
   ©Bauman	
  2014	
  All	
  Rights	
  Reserved	
  
Use	
  of	
  Narra?ve	
  
Second	
  Life/Virtual	
  Environment	
  
Nigh?ngale	
  Isle	
  
Jone	
  Tiffany,	
  DNP,	
  RN	
  	
  
New	
  World	
  Clinic	
  
Gerald	
  Stapleton	
  MS	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Behavioral/Decision	
  Making	
  
Second	
  Life/Virtual	
  Environment	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Behavioral/Accultura?on	
  
.	
  .	
  .	
  .	
  .	
  .	
  .	
  .	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
Take	
  Home	
  Message	
  
Game-­‐Based	
  Learning	
  leverages	
  created	
  
environments	
  so	
  that	
  learning	
  takes	
  place	
  as	
  
performance	
  though	
  carefully	
  designed	
  
experiences	
  that	
  oxen	
  use	
  a	
  contextually	
  situated	
  
narra:ve	
  to	
  promote	
  curriculum	
  objec?ves	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Ques?ons?	
  
R.	
  Kyle	
  
©Bauman	
  2012	
  	
  Rights	
  Reserved	
  
Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
ebauman@clinicalplayground.com	
  
hjp://www.linkedin.com/in/ericbbauman	
  
hjp://www.slideshare.net/ebauman	
  
Contact	
  Informa?on	
  
@Bauman1967	
   Clinical	
  Playground,	
  LLC	
  
Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simula?on	
  in	
  healthcare.	
  Ph.D.	
  disserta?on,	
  The	
  University	
  of	
  Wisconsin-­‐Madison,	
  United	
  States.	
  Disserta?ons	
  &	
  Thesis	
  @	
  CIC	
  Ins?tu?ons	
  
database.	
  (Publica?on	
  no.	
  AAT	
  3294196)	
  	
  
Bauman,	
  E.	
  B.	
  (2012).	
  Game-­‐based	
  Teaching	
  and	
  Simula:on	
  in	
  Nursing	
  &	
  Healthcare.	
  New	
  York,	
  NY:	
  Springer	
  Publishing	
  Company.	
  	
  
Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educa?on.	
  In	
  Gaberson,	
  K.B.,	
  &	
  Oermann,	
  M.H.	
  (Eds)	
  Clinical	
  teaching	
  strategies	
  in	
  nursing	
  educa:on	
  (3rd	
  ed).New	
  
York,	
  Springer	
  Publishing	
  Company.	
  
Bauman,	
  E.B.	
  and	
  Games,	
  I.A.	
  (2011).	
  Contemporary	
  theory	
  for	
  immersive	
  worlds:	
  Addressing	
  engagement,	
  culture,	
  and	
  diversity.	
  In	
  Cheney,	
  A.	
  and	
  Sanders,	
  R.	
  (Eds)	
  Teaching	
  
and	
  Learning	
  in	
  3D	
  Immersive	
  Worlds:	
  Pedagogical	
  models	
  and	
  construc:vist	
  approaches.	
  IGI	
  Global.	
  	
  
Bauman,	
  E.	
  B.	
  and	
  Ralston-­‐Berg,	
  P.	
  (In	
  Press).	
  Serious	
  Gaming	
  using	
  Simula?ons.	
  In	
  Jeffries,	
  P.	
  (Ed).	
  Advanced	
  Simula:on	
  in	
  Nursing.	
  Na?onal	
  League	
  of	
  Nursing.	
  	
  
Bauman,	
  E.	
  B.	
  and	
  Ralston-­‐Berg,	
  P.	
  (In	
  Press).	
  Virtual	
  Simula?on	
  and	
  Game-­‐Based	
  Learning.	
  In	
  J.	
  Palaganas,	
  J.	
  Maxworthy,	
  C.	
  Epps,	
  and	
  M.E.	
  Mancini	
  (Eds).	
  Defining	
  Excellence	
  
in	
  Simula:on.	
  Wolters	
  Kluwe	
  –	
  Lippincoj	
  Williams	
  &	
  Wilkins.	
  	
  
Benner,	
  P.	
  (1984).	
  From	
  novice	
  to	
  expert:	
  Excellence	
  and	
  power	
  in	
  clinical	
  nursing	
  prac:ce.	
  Menlo	
  Park,	
  CA:	
  Addison-­‐Wesley.	
  
Benner,	
  P.,	
  Tanner,	
  C.,	
  &	
  Chesla,	
  C.	
  (2009).	
  Exper:se	
  in	
  nursing:	
  Caring,	
  clinical	
  judgment,	
  and	
  ethics.	
  New	
  York:	
  Springer	
  Publishing	
  Company	
  	
  
Culhane-­‐Pera,	
  K.A.,	
  Reif,	
  C.,	
  Egli,	
  E.,	
  Baker,	
  N.J.,	
  and	
  Kassekert	
  (1997).	
  A	
  curriculum	
  for	
  mul?cultural	
  educa?on	
  in	
  family	
  medicine.	
  Family	
  Medicine,	
  29(10),	
  719-­‐723.	
  
Faragher,	
  J.F.,	
  Boese,	
  T.,	
  &	
  Decker,	
  S.,	
  Sando,	
  C.	
  (2011).	
  Standards	
  of	
  best	
  prac?ce:	
  Simula?on.	
  Simula:on	
  in	
  Nursing,	
  7(4),	
  S1-­‐S20.	
  
Fitz-­‐Walter,	
  Z.	
  (2012hjp://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/Gamifica?on_Thoughts_on_defini?on_and_design.php	
  
Foronda,	
  C.	
  &	
  Bauman,	
  E.	
  (In	
  Press).	
  Strategies	
  to	
  incorporate	
  virtual	
  simula?on	
  in	
  nurse	
  educa?on.	
  Clinical	
  Simula:on	
  in	
  Nursing.	
  
Foronda,	
  C.,	
  Gajamorta,	
  K.,	
  Snowden,	
  K.,	
  &	
  Bauman,	
  E.	
  (2013).	
  Use	
  of	
  virtual	
  clinical	
  simula?on	
  to	
  improve	
  communica?on	
  skills	
  of	
  RN	
  to	
  BSN	
  students:	
  a	
  pilot	
  study.	
  Nurse	
  
Educa:on	
  Today,	
  doi:10.1016/j.nedt.2013.10.007	
  	
  
Selected	
  References	
  &	
  Recommended	
  Readings	
  
©Bauman	
  2012	
  Rights	
  Reserved	
  
Foronda,	
  C.,	
  Liu,	
  S.	
  &	
  Bauman,	
  E.	
  (2013).	
  Evalua?on	
  of	
  simula?on	
  in	
  undergraduate	
  nurse	
  educa?on:	
  An	
  integra?ve	
  review.	
  Clinical	
  Simula:on	
  in	
  Nursing,	
  2013(9),	
  e409-­‐e416.	
  
Games,	
  I.	
  and	
  Bauman,	
  E.	
  (2011)	
  Virtual	
  worlds:	
  An	
  environment	
  for	
  cultural	
  sensi?vity	
  educa?on	
  in	
  the	
  health	
  sciences.	
  	
  Interna:onal	
  Journal	
  of	
  Web	
  Based	
  Communi:es	
  7(2).	
  	
  
Gee,	
  J.P.	
  (2003)	
  What	
  Videogames	
  Have	
  to	
  Teach	
  Us	
  About	
  Learning	
  and	
  Literacy.	
  New	
  York,	
  NY:	
  Palgrave-­‐McMillan.	
  
Gore,	
  T.,	
  Van	
  Gele,	
  P.,	
  Ravert,	
  P.,	
  &	
  Mabire,	
  C.	
  (2012).	
  A	
  Survey	
  of	
  INACSL	
  membership	
  about	
  simula?on	
  use.	
  Clinical	
  Simula:on	
  in	
  Nursing,	
  8(4),	
  e125-­‐e133.	
  
Jeffries,	
  P.R.,	
  Bauman,	
  E.B.	
  and	
  Shaefer,	
  J.J.	
  (2013).	
  The	
  Future	
  of	
  Simula?on	
  in	
  Healthcare.	
  In	
  B.T.	
  Ulrich	
  &	
  M.E.	
  Mancini	
  (Eds).	
  Mastering	
  Simula?on:	
  A	
  Handbook	
  for	
  Success.	
  Indianapolis,	
  IN:	
  Sigma	
  Theta	
  Tau	
  
Interna?onal.	
  	
  
Jenson,	
  M.	
  (2012).	
  Engaging	
  the	
  learner:	
  Gamifica?on	
  strives	
  to	
  keep	
  the	
  user’s	
  interest.	
  T	
  &D,	
  	
  January,	
  2012,	
  41-­‐44.	
  
Kolb,	
  D.	
  (1984).	
  Experien?al	
  learning:	
  Experience	
  as	
  the	
  source	
  of	
  learning	
  and	
  development.	
  	
  Upper	
  Saddle	
  River,	
  NJ:	
  Pren?ce	
  Hall.	
  
Larew,	
  C.,	
  Lessans,	
  S.,	
  Spunt,	
  D.,	
  Foster,	
  D.,	
  &	
  Covington,	
  B.	
  (2006).	
  Innova?ons	
  in	
  clinical	
  simula?on:	
  Applica?on	
  of	
  Benner's	
  theory	
  in	
  an	
  interac?ve	
  pa?ents	
  care	
  simula?on.	
  Nursing	
  Educa:on	
  Perspec:ves,	
  27(1),	
  
16-­‐21.	
  	
  
Nursing	
  Midwifery	
  Council	
  (2007).	
  Nursing	
  and	
  Midwifery	
  Council	
  Circular,	
  36(2007),	
  United	
  Kingdom.	
  
Prensky,	
  M.	
  (2001).	
  Digital	
  na?ves,	
  digital	
  immegrants,	
  part	
  1.	
  On	
  the	
  Horizon	
  9(5).	
  
Popkewitz,	
  T.	
  (2007).	
  Cosmopoli?anism	
  and	
  the	
  age	
  of	
  school	
  reform:	
  science,	
  educa?on	
  and	
  making	
  a	
  society	
  by	
  making	
  the	
  child.	
  Routledge.	
  
Taekman	
  J.M.,	
  Segall	
  N.,	
  Hobbs	
  G.,	
  and	
  Wright,	
  M.C.	
  (2007).	
  3DiTeams:	
  Healthcare	
  team	
  training	
  in	
  a	
  virtual	
  environment.	
  Anesthesiology.	
  2007:	
  107:	
  A2145.	
  
Schön,	
  D.	
  A.	
  (1983).	
  The	
  reflec:ve	
  prac::oner:	
  How	
  professionals	
  think	
  in	
  ac:on.	
  New	
  York:	
  	
  Basic	
  Books.	
  
Skiba,	
  D.	
  J.	
  (2009).	
  Nursing	
  educa?on	
  2.0:	
  A	
  second	
  look	
  at	
  Second	
  Life.	
  Nursing	
  Educa:on	
  Perspec:ves,	
  30,	
  129-­‐131.	
  
Squire,	
  K.	
  (2006).	
  	
  From	
  content	
  to	
  context:	
  Videogames	
  as	
  designed	
  experience.	
  	
  Educa?onal	
  Researcher.	
  	
  35(8),	
  19-­‐29.	
  	
  
Squire,	
  K.,	
  Giovanejo,	
  L.,	
  DeVane,	
  B,.	
  &	
  Durga,	
  S.	
  (2005).	
  From	
  users	
  to	
  designers:	
  Building	
  a	
  self-­‐organizing	
  game-­‐based	
  learning	
  environment.	
  Technology	
  Trends,	
  49(5),	
  34-­‐42.	
  
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	
  cri?cal	
  dis?nc?on	
  in	
  defining	
  physician	
  training	
  outcomes	
  in	
  mul?cultural	
  educa?on.	
  Journal	
  of	
  Health	
  Care	
  for	
  the	
  Poor	
  and	
  
Underserved,	
  9(2),	
  117-­‐125.	
  	
  
Turkle,	
  S.	
  (1995)	
  Life	
  on	
  the	
  screen.	
  Iden:ty	
  in	
  the	
  age	
  of	
  the	
  Internet.	
  New	
  York:	
  Touchstone.	
  
Selected	
  References	
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Game-Based Teaching & Learning for Nursing & Healthcare (NLN/Boise 2014)

  • 1. Eric  B.  Bauman,  PhD,  RN   Paramedic   Game  -­‐  Based  Teaching  and  Learning  for  Nursing  and   Healthcare  Educa?on   The  NLN/Boise  State  University  2nd  Simula9on  Conference:  Exploring  New  Ideas  in  Simula9on   .  .  .  .  .  .  .  .  .  .  .              
  • 2. Disclosures  &  Affilia?ons   Eric  B.  Bauman,  PhD,  RN,  Paramedic   –  Fellow:  University  of  Wisconsin  School  of   Educa?on  -­‐    Games+Learning+  Society  (GLS)   –  Assistant  Dean:  Ins?tute  for  Research  and   Clinical  Strategy  –  DeVry  Educa?on  Group   –  Associate  Director:  Center  for  Excellence  in   Simula?on  Educa?on  -­‐  DeVry  Educa?on  Group   –  Division  Chief,  EMS  –  Blooming  Grove  Fire  Dept.   –  Managing  Member  –  Clinical  Playground,  LLC   –  Managing  Member  –  Forensic  Analy?cs,  LLC     –  Springer  Publishing  –  Author     –  Relevant  Stock  –  CAE,  Zynga,  GE,  Pfizer   –  Society  for  Simula?on  in  Healthcare  (SSH)    Serious  Games  &  VE  SIG  Co-­‐Chair   –  Interna?onal  Nursing  Associa?on  for  Clinical   Simula?on  and  Learning  (INACSL)   Any  and  all  discussion  and  content  represents  the  views  and  scholarship  of  the  presenters  and  does  not   proclaim  to  and  may  not  represent  the  views  of  any  employer  or  affilia?ons  named  in  these  disclosures  
  • 3. Objec?ves   •  Par?cipants  will  explore  how  to  use  game-­‐based   learning  in  educa?onal  contexts   •  Par?cipants  will  be  able  to  iden?fy  types  of  content   that  provides  a  good  fit  with  game-­‐based  learning   •  Par?cipants  will  explore  how  game-­‐based  learning   provides  an  expansion  of  the  clinical  learning  space   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2014  All  Rights  Reserved  
  • 4. Games  versus  Simula?on   •  Tradi?onal  Perspec?ve  on  Games   – Goal  Oriented   – Rule  Based   – Sense  of  Consequence     •  Rewards  or  otherwise   •  Tradi?onal  Perspec?ve  on  Simula?on   – Imita?on  of  something  real   – Representa?on  of  key  design  elements  or   variables  of  a  system  or  process   .  .  .  .  .  .  .  .  .  .  .              ©Bauman  2014  Rights  Reserved  
  • 5. Games  versus  Simula?on   •  To  a  large  extent  this  debate  has  been  played   out  among  educators   •  We  want  to  engage  learners  in  a  situated   context   •  Game  Mechanics  work  to  engage  the  learner   within  the  digital  environment   .  .  .  .  .  .  .  .  .  .  .              ©Bauman  2014  Rights  Reserved  
  • 6. Games  and  Simula?on   Clinical Practice Simulation Experience Knowledge Acquisition Behavior Didactic Illustration  2.1   Rethought  Simulation  to  Practice  Pathway ©  Bauman  2010  ©  Bauman  2012 Games Cognitive  Aid Games
  • 7. “We  are  entering  the  Ludic  Century…   …  we  will  use  games  to  shape  the  future  of  educa?on”     Ludology   Eric  Zimmerman,  NYU  Games  Center   6/15/2011  at  GLS7   www.ericzimmerman.com/   hjp://gamecenter.nyu.edu/tag/eric-­‐zimmerman   ©Bauman  2012  Rights  Reserved  
  • 8. Ludic  Pedagogy   ©Bauman  2014  Rights  Reserved   The  manner  through  which  games  teach  players  to  play  …   The  manner  through  which  games  teach  learners  to  learn   hjp://etd.lsu.edu/docs/available/etd-­‐11092011-­‐154402/unrestricted/jbroussard_disserta?on.pdf  
  • 9. Gamifica?on   ©Bauman  2014  Rights  Reserved   •           Makes    content  more  engaging   •   Encourages  users  to  engage  in  desired  behaviors   •   Illustrates  a  path  to  mastery  &  autonomy   •   Provides  incen?ve  to  complete  chores  or  tasks  otherwise  seen  as      boring   •   Data  from  “gamified”  applica?ons  can  be  leveraged  for  CQI  Projects,    Curricula  and    ROI  Evalua?on     Examples     Leader  boards,  badges,  level-­‐ups,  puzzles,     ?mers  and  status  bars                                     The  use  of  game  design  elements  in  non-­‐game  contexts  
  • 11. Game  Design  over  Gamifica?on!   ©Bauman  2012  Rights  Reserved   “Games  are  Machines  For  Gaining  Competence”   Reward  should  come  from  Mastery     Game  Does  not  by  Defini?on  =  Fun   Thus  Gamifica?on  is  not  always  Playful   Sebas?an  Deterding   GLS  8  –  June  15,    2012  
  • 12. Metagaming   ©Bauman  2012  Rights  Reserved   It  is  the  use  of  out-­‐of-­‐game  [out  of  curriculum]  informa?on  or   resources  to  affect  one's  in-­‐game  [prac?ce]  decisions…   Transcends  a  prescribed  rule  set  …uses  external  factors  to   affect  the  game  [prac?ce],  or  goes  beyond  the  supposed   limits  of  the  game  [prac?ce]  environment   hjp://en.wikipedia.org/wiki/Metagaming  
  • 13. Metagaming   ©Bauman  2012  Rights  Reserved   Imagine  a  mobile  applica?on  or  game  that  could  be  leveraged  for   unique  learning  and  later  as  a  cogni?ve  aid  during  actual  prac?ce   hjp://www.gcrme.med.miami.edu/harvey_features.php  
  • 15. Virtual  Worlds       Game-­‐Based  Plavorm   ©Bauman  2013  Rights  Reserved   Virtual  worlds:  an  environment  that  hosts  a  synchronous  digital  environment,  persistent  network   of  people,  represented  as  avatars,  facilitated  by  networked  computers  (Bell,  2008)   Game-­‐based  pla3orm:  An  environment  that  provides  a  narra?ve  and  system  of  rewards  for   accomplishing  specific  tasks  and  objec?ves.  Game-­‐based  plavorms  use  virtual  environments  to   stage  the  game.  Not  all  virtual  reality  environments  are  game-­‐based  (Bauman,  2010,  p.  186).  
  • 16. Layered  Learning  Model   Didac?c   Prepara?on   Interac?ve   Applica?on   Task  Trainer   or   Simulator   Real  World   Experience   ©Bauman  2014   Situated  learning  experiences  link  didac?c  content  with  prac?cal  hands  on  experiences    
  • 17. Game-­‐Based  Learning  and  Reward   ©Bauman  2014  Rights  Reserved   Intrinsic     Extrinsic     Reward  comes  from  Mastery   Tangible  Reward   Goals  are  clear,  meaningful  and  situated   Goals  assigned   Progress  is  intui?ve  apparent  and   immediate  [real-­‐?me  or  just-­‐in-­‐?me]   Progress  is  determined  or  assigned   outside  of  the  current  ac?vity   Endorses  or  reinforces  behavior  you  are   already  commijed  to  or  hope  to  engage   in  the  future  –  Represents  Player  Agency   If  you  complete  this  task  you  will  be  given   access  to  another  task  –  Hierarchical   Direc?on   Autonomous     Directed   Ac?ve  Learning   Compliance   Outcome  Driven  Deep  Meaning   Crea?ve   Shallow  
  • 18. Good  Fit  for  Game-­‐Based  Teaching  &  Learning   •  Are  you  using  simula?on  to  meet  your  needs  or  your  students  needs   •  Using  technology  for  the  sake  of  technology  oxen  leaves  students  confused   and  faculty  frustrated     •  Understand  that  all  forms  of  technology  have  their  limita?ons   •  Play  down  the  “coolness”  and  “be-­‐all…  end  all”  factor  with  students.     ©Bauman  2014  Rights  Reserved  
  • 19. Good  Fit  for  Game-­‐Based  Learning  &  Simula?on   R.  Kyle   In  order  to  accomplish  a  good  fit  between  technology  and  curriculum,   the  instruc?on  must  be  effec?ve,  efficient  and  appealing  –  and  that   technology  without  good  fit  becomes  a  distrac?on  to  learning     Ralston-­‐Berg,  P.  &  Lara,  M.  in  Bauman,  E.B.(2012).     ©Bauman  2014  All  Rights  Reserved  
  • 20. Good  Fit    Game-­‐based  learning  taking  place  in  created   spaces  or  simula?on  occurring  in  digital   environments  are  best  leveraged  for  lessons  that   encompass  designed  experiences  that  focus  on   behavioral  or  decision  aspects  of  prac?ce  and   some  forms  of  targeted  psychomotor  training…   –  Accultura?on   –  Decision  Making   –  Team  Training     –  Workload/Time  Management   –  Procedural  Demonstra?on   .  .  .  .  .  .  .  .  .  .  .              ©Bauman  2014  Rights  Reserved  
  • 21. Tearing  Down  the  Ivory  Towers   •  Games  can  be  deployed  through   online  Learning  Plavorms   •  Digital  Games  provide  a   distributed  learning  opportunity    Any?me  and  Anywhere  learning   •  Digital  and  Game-­‐Based   Environments   .  .  .  .  .  .  .  .  .  .  .              ©Bauman  2014  Rights  Reserved   Expansion  of  the  Clinical  Space  
  • 22. Expansion  of  the  Clinical  Space   Created  Space   An  environment  that  has  been  specifically  engineered  to   accurately  replicate  an  actual  exis?ng  space,  producing   sufficient  authen?city  and  fidelity  to  allow  for  the   suspension  of  disbelief.     Bauman  2007   hjp://www.mimicsimula?on.com  
  • 23. Expansion  of  the  Clinical  Space   Designed  Experience   …is  engineered  to  include  structured  ac?vi?es  targeted  to  facilitate   interac?ons  that  drive  an?cipated  experiences.    These  ac?vi?es  are   created  to  embody  par?cipant  experience  as  performance.     Squire,  2006  
  • 24. Good  Game  –  Well  Played  or  Not   Entertainment  Game   Strives  to  keep  the  player  in  the  game-­‐based  environment.    Players  need   to  feel  like  the  cost  of  the  game  (money  and  commitment)  was   worthwhile.    This  encourages  subscrip?on  fees  and  future  franchise   purchases.   Educa9onal  or  Learning  Game   Prepares  learners  through  game-­‐play  and  game  mechanics  for  and  out   of  game  experience.  It  strives  to  prepare  for  some  other  type  of  success.  
  • 25. Good  Game  –  Well  Played  or  Not   Educa9onal  or  Learning  Games:    Solve  a  problem    Map  back  to  the  curriculum    Must  be  evaluated  for  efficacy  and  correla?on  with  outcomes   It  is  possible  to  repurpose  Commercial  Games  for  learning    It  is  about  the  context,  objec?ves,  and  narra?ve   Remember  in  Healthcare  and  Educa?on  –  Do  No  Harm   hjp://e27.co/design-­‐studio-­‐workshop-­‐with-­‐will-­‐evans-­‐of-­‐the-­‐library-­‐corpora?on/  
  • 26. Good  Game  –  Well  Played  or  Not   In  a  2010  survey  of  two  medical  schools,  students  responded   they  would  use  serious  games  under  the  following  condi?ons:      97%  if  game  is  fun    77%  if  helped  to  accomplish  an  important  goal    90%  if  helped  to  develop  skills  in  pa?ent  interac?ons   hjps://www.aamc.org/download/326404/data/technologynowgame-­‐basedlearninginmedicaleduca?on.pdf   Knosp,  B.,  Hamill,  G.,  Correl,  J.  &  GIR  Ed  Tech  Work  Group  (2013)   Among  the  more  than  200  medical  students  surveyed,  77  percent   said  they  would  par?cipate  in  a  mul?-­‐player  online  health  care   simulator  provided  it  helped  them  to  accomplish  an  important   goal.   Nauert,  R.  (2010)   hjp://psychcentral.com/news/2010/08/11/medical-­‐school-­‐educa?on-­‐from-­‐video-­‐games/16680.html  
  • 27. Pu{ng-­‐It-­‐Altogether   ©Bauman  2014  Rights  Reserved   Ecology  of  Culturally  Competent  Design   Addresses  the  rigors  and  challenges  of  accurately  situa?ng   culture  within  virtual  environments  using  a  four-­‐element   model  that  emphasizes  the  importance  of  ac:vi:es,  contexts,   narra:ves,  and  characters. -­‐  Bauman  &  Games  2010;  Games  &  Bauman,  2011  -­‐     hjp://www.thehealingblade.com     What  Makes  a  Good  Game  
  • 28. Pu{ng-­‐It-­‐Altogether   ©Bauman  &  Ralston-­‐Berg  2013  All  Rights  Reserved   Virtual   Environment   Game   Environment   Created  Space   Designed   Experience   Mini-­‐Games   Meta-­‐ gaming  
  • 29. 3DiTeams-­‐Healthcare   Team  Training  in  a  Virtual   Environment   Jeff  Taekman,  et  al   Duke  University  Medical  Center   Examples  and  Demos  Team  Training  &  Decision  Making  
  • 30. Demos   Skill  &  Knowledge  Development  
  • 31. DEMO   iPad  Skin  Prep  Applica?on   ©Bauman  2014  All  Rights  Reserved   Mobile  App  
  • 32. Demos   CliniSpace  Applica?ons   ©Bauman  2014  All  Rights  Reserved   Virtual  World  
  • 33. Demos   Anatomy  Browser   ©Bauman  2013  All  Rights  Reserved   Mobile  App  &Skill  Development  
  • 34. Demos   Zombies  –  PrgeneratorX   ©Bauman  2014  All  Rights  Reserved   Use  of  Narra?ve  
  • 35. Second  Life/Virtual  Environment   Nigh?ngale  Isle   Jone  Tiffany,  DNP,  RN     New  World  Clinic   Gerald  Stapleton  MS   ©Bauman  2012  Rights  Reserved   Behavioral/Decision  Making  
  • 36. Second  Life/Virtual  Environment   ©Bauman  2012  Rights  Reserved   Behavioral/Accultura?on   .  .  .  .  .  .  .  .  .  .  .              
  • 37. Take  Home  Message   Game-­‐Based  Learning  leverages  created   environments  so  that  learning  takes  place  as   performance  though  carefully  designed   experiences  that  oxen  use  a  contextually  situated   narra:ve  to  promote  curriculum  objec?ves   ©Bauman  2012  Rights  Reserved  
  • 38. Ques?ons?   R.  Kyle   ©Bauman  2012    Rights  Reserved  
  • 39. Eric  B.  Bauman,  PhD,  RN   ebauman@clinicalplayground.com   hjp://www.linkedin.com/in/ericbbauman   hjp://www.slideshare.net/ebauman   Contact  Informa?on   @Bauman1967   Clinical  Playground,  LLC  
  • 40. Bauman,  E.  (2007).  High  fidelity  simula?on  in  healthcare.  Ph.D.  disserta?on,  The  University  of  Wisconsin-­‐Madison,  United  States.  Disserta?ons  &  Thesis  @  CIC  Ins?tu?ons   database.  (Publica?on  no.  AAT  3294196)     Bauman,  E.  B.  (2012).  Game-­‐based  Teaching  and  Simula:on  in  Nursing  &  Healthcare.  New  York,  NY:  Springer  Publishing  Company.     Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educa?on.  In  Gaberson,  K.B.,  &  Oermann,  M.H.  (Eds)  Clinical  teaching  strategies  in  nursing  educa:on  (3rd  ed).New   York,  Springer  Publishing  Company.   Bauman,  E.B.  and  Games,  I.A.  (2011).  Contemporary  theory  for  immersive  worlds:  Addressing  engagement,  culture,  and  diversity.  In  Cheney,  A.  and  Sanders,  R.  (Eds)  Teaching   and  Learning  in  3D  Immersive  Worlds:  Pedagogical  models  and  construc:vist  approaches.  IGI  Global.     Bauman,  E.  B.  and  Ralston-­‐Berg,  P.  (In  Press).  Serious  Gaming  using  Simula?ons.  In  Jeffries,  P.  (Ed).  Advanced  Simula:on  in  Nursing.  Na?onal  League  of  Nursing.     Bauman,  E.  B.  and  Ralston-­‐Berg,  P.  (In  Press).  Virtual  Simula?on  and  Game-­‐Based  Learning.  In  J.  Palaganas,  J.  Maxworthy,  C.  Epps,  and  M.E.  Mancini  (Eds).  Defining  Excellence   in  Simula:on.  Wolters  Kluwe  –  Lippincoj  Williams  &  Wilkins.     Benner,  P.  (1984).  From  novice  to  expert:  Excellence  and  power  in  clinical  nursing  prac:ce.  Menlo  Park,  CA:  Addison-­‐Wesley.   Benner,  P.,  Tanner,  C.,  &  Chesla,  C.  (2009).  Exper:se  in  nursing:  Caring,  clinical  judgment,  and  ethics.  New  York:  Springer  Publishing  Company     Culhane-­‐Pera,  K.A.,  Reif,  C.,  Egli,  E.,  Baker,  N.J.,  and  Kassekert  (1997).  A  curriculum  for  mul?cultural  educa?on  in  family  medicine.  Family  Medicine,  29(10),  719-­‐723.   Faragher,  J.F.,  Boese,  T.,  &  Decker,  S.,  Sando,  C.  (2011).  Standards  of  best  prac?ce:  Simula?on.  Simula:on  in  Nursing,  7(4),  S1-­‐S20.   Fitz-­‐Walter,  Z.  (2012hjp://gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/Gamifica?on_Thoughts_on_defini?on_and_design.php   Foronda,  C.  &  Bauman,  E.  (In  Press).  Strategies  to  incorporate  virtual  simula?on  in  nurse  educa?on.  Clinical  Simula:on  in  Nursing.   Foronda,  C.,  Gajamorta,  K.,  Snowden,  K.,  &  Bauman,  E.  (2013).  Use  of  virtual  clinical  simula?on  to  improve  communica?on  skills  of  RN  to  BSN  students:  a  pilot  study.  Nurse   Educa:on  Today,  doi:10.1016/j.nedt.2013.10.007     Selected  References  &  Recommended  Readings   ©Bauman  2012  Rights  Reserved  
  • 41. Foronda,  C.,  Liu,  S.  &  Bauman,  E.  (2013).  Evalua?on  of  simula?on  in  undergraduate  nurse  educa?on:  An  integra?ve  review.  Clinical  Simula:on  in  Nursing,  2013(9),  e409-­‐e416.   Games,  I.  and  Bauman,  E.  (2011)  Virtual  worlds:  An  environment  for  cultural  sensi?vity  educa?on  in  the  health  sciences.    Interna:onal  Journal  of  Web  Based  Communi:es  7(2).     Gee,  J.P.  (2003)  What  Videogames  Have  to  Teach  Us  About  Learning  and  Literacy.  New  York,  NY:  Palgrave-­‐McMillan.   Gore,  T.,  Van  Gele,  P.,  Ravert,  P.,  &  Mabire,  C.  (2012).  A  Survey  of  INACSL  membership  about  simula?on  use.  Clinical  Simula:on  in  Nursing,  8(4),  e125-­‐e133.   Jeffries,  P.R.,  Bauman,  E.B.  and  Shaefer,  J.J.  (2013).  The  Future  of  Simula?on  in  Healthcare.  In  B.T.  Ulrich  &  M.E.  Mancini  (Eds).  Mastering  Simula?on:  A  Handbook  for  Success.  Indianapolis,  IN:  Sigma  Theta  Tau   Interna?onal.     Jenson,  M.  (2012).  Engaging  the  learner:  Gamifica?on  strives  to  keep  the  user’s  interest.  T  &D,    January,  2012,  41-­‐44.   Kolb,  D.  (1984).  Experien?al  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  Pren?ce  Hall.   Larew,  C.,  Lessans,  S.,  Spunt,  D.,  Foster,  D.,  &  Covington,  B.  (2006).  Innova?ons  in  clinical  simula?on:  Applica?on  of  Benner's  theory  in  an  interac?ve  pa?ents  care  simula?on.  Nursing  Educa:on  Perspec:ves,  27(1),   16-­‐21.     Nursing  Midwifery  Council  (2007).  Nursing  and  Midwifery  Council  Circular,  36(2007),  United  Kingdom.   Prensky,  M.  (2001).  Digital  na?ves,  digital  immegrants,  part  1.  On  the  Horizon  9(5).   Popkewitz,  T.  (2007).  Cosmopoli?anism  and  the  age  of  school  reform:  science,  educa?on  and  making  a  society  by  making  the  child.  Routledge.   Taekman  J.M.,  Segall  N.,  Hobbs  G.,  and  Wright,  M.C.  (2007).  3DiTeams:  Healthcare  team  training  in  a  virtual  environment.  Anesthesiology.  2007:  107:  A2145.   Schön,  D.  A.  (1983).  The  reflec:ve  prac::oner:  How  professionals  think  in  ac:on.  New  York:    Basic  Books.   Skiba,  D.  J.  (2009).  Nursing  educa?on  2.0:  A  second  look  at  Second  Life.  Nursing  Educa:on  Perspec:ves,  30,  129-­‐131.   Squire,  K.  (2006).    From  content  to  context:  Videogames  as  designed  experience.    Educa?onal  Researcher.    35(8),  19-­‐29.     Squire,  K.,  Giovanejo,  L.,  DeVane,  B,.  &  Durga,  S.  (2005).  From  users  to  designers:  Building  a  self-­‐organizing  game-­‐based  learning  environment.  Technology  Trends,  49(5),  34-­‐42.   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  cri?cal  dis?nc?on  in  defining  physician  training  outcomes  in  mul?cultural  educa?on.  Journal  of  Health  Care  for  the  Poor  and   Underserved,  9(2),  117-­‐125.     Turkle,  S.  (1995)  Life  on  the  screen.  Iden:ty  in  the  age  of  the  Internet.  New  York:  Touchstone.   Selected  References  &  Recommended  Readings   ©Bauman  2012  Rights  Reserved