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The Mirror project:
a 3D hospital to train stressful situations

                                                           Dalia Morosini

                                                    25 September 2012



         3rd LUDUS Serious Gaming Conference 2012, Kranj
Video of the 3D games:



http://www.youtube.com/watch?v=mqUC2dcllWA
The MIRROR project



▪ MIRROR – Reflective Learning at Work (www.mirror-project.eu) is a FP7
  project with the aim of encouraging human resources to reflect on previous
  experiences at the workplace and learn from them.

▪ The project's focus is the creation of a set of applications that enable
  employees to learn lessons from their own experiences (as well as from the
  experiences of others) and thereby improve their future performance: this is
  done both individually and collaboratively.
The MIRROR project



▪ Main objective: to empower and motivate employees to learn by reflection
The MIRROR project



▪ Among all the techniques explored by MIRROR, Serious games have a special
  role as they provide virtual experiences to reflect upon.

▪ Within this framework, imaginary developed a 3D game in 2 versions for the
  health and care sector to train nurses and carers deal with difficult dialogues
  and stressful situations at work.

▪ Special attention was put on the reflection process during the training and to
  giving users a virtual tutoring support during the gameplay. The Virtual Tutor
  inside the game will reduce the necessity of guidance outside because it
  already gives to learners all the support that they might need.
Theoretical framework


▪ The figure of the Virtual Tutor is based on the Vygotsky’s social learning
  theory (1978) that emphasizes the essential nature of social dimensions to
  learning.

▪ The importance of peer learning was stressed by the author in the
  development of the notion of the Zone of Proximal Development (ZDP)
  defined as ‘the distance between the actual development level as determined
  by independent problem solving and the level of potential development as
  determined through problem solving under adult guidance or in collaboration
  with more capable peers’ (Vygotsky, 1978, p.57).

▪ The Zone is not, therefore, some clear-cut space that exists independently of
  the process of joint activity itself but it is created in the course of
  collaboration.
Theoretical framework


Starting from this theoretical background, some key aspects for the
   development of a Virtual Tutor inside a game were identified :

▪ act as co-learner able to support learners’ knowledge construction;
▪ provide a cognitive model of competent performance;
▪ have no position of authority with respect to the learner, because this create
  a trusting relationship that might facilitate self-disclosure of ignorance and
  misconception;
▪ monitor learner performance;
▪ diagnose, correct and manage misconceptions and errors;
▪ add to and extend learners’ current capabilities;
▪ modify learners’ current capabilities;
▪ rebuild new understanding when learners have a misconception.
3D Serious game: the design process


▪ Choice of topics: difficult dialogues and challenging behavior;
▪ Align with the reflection model studied in the Mirror project;
▪ Set up structure (branching story + mini games + interaction with the tutor +
  reflection exercises with the learning diary);
▪ Participatory phase for content collection (realistic situations) with test beds;
▪ Design graphics ( 3D virtual hospital and 3D virtual care home);
▪ Study and design the figure of the Virtual Tutor (Maria):

    ▪ push: learners can ask for Maria’s help whenever they feel it is relevant;
    ▪ pull: in some precise situation, Maria will be shown inside the game
      through a pop-up window to help users deal with difficult situations.
Formative evalution


Test beds in the project:

▪ 1: focus group with 7 carers during April 2012;
▪ 2: interview with a Manager and with 10 nurses during May and July 2012.

Other samples outside the project:

▪ Other samples (learning experts and business experts): usability tests,
  interviews and workshop during April-June 2012
Formative evaluation (results)

        Test bed 1                 Test bed 2              Other samples
‘This would have been        ‘The Virtual Tutor is a   ‘Mini games are really
really helpful when we first good support inside the   fun and teach me
started’.                    game’.                    something that seems to
                                                       be really important’.


‘It’s really helpful’.      ‘I was really immersed     ‘Tutor really helps me
                            inside the game’.          during the game’.



‘Mrs Violet looks exactly   ‘The game is really        ‘The tutor’s feedback, the
like Mrs XX and she says    innovative, I like the     scores and the learning
exactly those sorts of      challenges I have to       diary help me to reflect
things!’.                   address and the mini       about my game
                            games’.                    experience’.
Outlook and further activities


▪ The gaming environment will be enhanced with the introduction of a
  configuration-interface (‘wizard tool’) with which users or groups can insert
  some of their own content, as well as set and tune some gaming features.

▪ More content will be added.

▪ The same setting will be developed for a business scenario (generic
  company).

▪ An Italian version of the 3D virtual hospital will be created for a pilot of an
  emergency situation with an Italian emergency service.

▪ Mobile versions for Android and IOS will be produced.
Any Questions ?
Thank you for your
                      attention!


Dalia Morosini
imaginary srl
Innovation Network Politecnico di Milano   dalia.morosini@i-maginary.it
                                           Skype: DaliaMorosini
Via Mauro Macchi, 50 - 20124 Milan
Phone +39 02 89458.576                     www.i-maginary.it
Fax +39 02 89458.695
Serious games: “CLinIC-The Virtual Tutor”


•   Link: http://service.i-maginary.eu/nbnClinic

•   Username: ludusconference

•   Psw: test1

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3D Hospital Game Trains Nurses for Stressful Situations

  • 1. The Mirror project: a 3D hospital to train stressful situations Dalia Morosini 25 September 2012 3rd LUDUS Serious Gaming Conference 2012, Kranj
  • 2. Video of the 3D games: http://www.youtube.com/watch?v=mqUC2dcllWA
  • 3. The MIRROR project ▪ MIRROR – Reflective Learning at Work (www.mirror-project.eu) is a FP7 project with the aim of encouraging human resources to reflect on previous experiences at the workplace and learn from them. ▪ The project's focus is the creation of a set of applications that enable employees to learn lessons from their own experiences (as well as from the experiences of others) and thereby improve their future performance: this is done both individually and collaboratively.
  • 4. The MIRROR project ▪ Main objective: to empower and motivate employees to learn by reflection
  • 5. The MIRROR project ▪ Among all the techniques explored by MIRROR, Serious games have a special role as they provide virtual experiences to reflect upon. ▪ Within this framework, imaginary developed a 3D game in 2 versions for the health and care sector to train nurses and carers deal with difficult dialogues and stressful situations at work. ▪ Special attention was put on the reflection process during the training and to giving users a virtual tutoring support during the gameplay. The Virtual Tutor inside the game will reduce the necessity of guidance outside because it already gives to learners all the support that they might need.
  • 6. Theoretical framework ▪ The figure of the Virtual Tutor is based on the Vygotsky’s social learning theory (1978) that emphasizes the essential nature of social dimensions to learning. ▪ The importance of peer learning was stressed by the author in the development of the notion of the Zone of Proximal Development (ZDP) defined as ‘the distance between the actual development level as determined by independent problem solving and the level of potential development as determined through problem solving under adult guidance or in collaboration with more capable peers’ (Vygotsky, 1978, p.57). ▪ The Zone is not, therefore, some clear-cut space that exists independently of the process of joint activity itself but it is created in the course of collaboration.
  • 7. Theoretical framework Starting from this theoretical background, some key aspects for the development of a Virtual Tutor inside a game were identified : ▪ act as co-learner able to support learners’ knowledge construction; ▪ provide a cognitive model of competent performance; ▪ have no position of authority with respect to the learner, because this create a trusting relationship that might facilitate self-disclosure of ignorance and misconception; ▪ monitor learner performance; ▪ diagnose, correct and manage misconceptions and errors; ▪ add to and extend learners’ current capabilities; ▪ modify learners’ current capabilities; ▪ rebuild new understanding when learners have a misconception.
  • 8. 3D Serious game: the design process ▪ Choice of topics: difficult dialogues and challenging behavior; ▪ Align with the reflection model studied in the Mirror project; ▪ Set up structure (branching story + mini games + interaction with the tutor + reflection exercises with the learning diary); ▪ Participatory phase for content collection (realistic situations) with test beds; ▪ Design graphics ( 3D virtual hospital and 3D virtual care home); ▪ Study and design the figure of the Virtual Tutor (Maria): ▪ push: learners can ask for Maria’s help whenever they feel it is relevant; ▪ pull: in some precise situation, Maria will be shown inside the game through a pop-up window to help users deal with difficult situations.
  • 9. Formative evalution Test beds in the project: ▪ 1: focus group with 7 carers during April 2012; ▪ 2: interview with a Manager and with 10 nurses during May and July 2012. Other samples outside the project: ▪ Other samples (learning experts and business experts): usability tests, interviews and workshop during April-June 2012
  • 10. Formative evaluation (results) Test bed 1 Test bed 2 Other samples ‘This would have been ‘The Virtual Tutor is a ‘Mini games are really really helpful when we first good support inside the fun and teach me started’. game’. something that seems to be really important’. ‘It’s really helpful’. ‘I was really immersed ‘Tutor really helps me inside the game’. during the game’. ‘Mrs Violet looks exactly ‘The game is really ‘The tutor’s feedback, the like Mrs XX and she says innovative, I like the scores and the learning exactly those sorts of challenges I have to diary help me to reflect things!’. address and the mini about my game games’. experience’.
  • 11. Outlook and further activities ▪ The gaming environment will be enhanced with the introduction of a configuration-interface (‘wizard tool’) with which users or groups can insert some of their own content, as well as set and tune some gaming features. ▪ More content will be added. ▪ The same setting will be developed for a business scenario (generic company). ▪ An Italian version of the 3D virtual hospital will be created for a pilot of an emergency situation with an Italian emergency service. ▪ Mobile versions for Android and IOS will be produced.
  • 13. Thank you for your attention! Dalia Morosini imaginary srl Innovation Network Politecnico di Milano dalia.morosini@i-maginary.it Skype: DaliaMorosini Via Mauro Macchi, 50 - 20124 Milan Phone +39 02 89458.576 www.i-maginary.it Fax +39 02 89458.695
  • 14. Serious games: “CLinIC-The Virtual Tutor” • Link: http://service.i-maginary.eu/nbnClinic • Username: ludusconference • Psw: test1