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10th	
  Annual	
  InternaKonal	
  Nursing	
  SimulaKon/Learning	
  	
  
   Resources	
  Centers	
  Conference	
  June	
  15-­‐18,	
  2011	
  



  Preparing	
  Learners	
  for	
  Future	
  
 Experiences	
  using	
  Game-­‐Based	
  
               Learning	
  
            Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
         David	
  Thompson,	
  BScN,	
  MN,	
  RN	
  
                                ©Bauman	
  &	
  Thompson	
  2011	
  
                                   All	
  Rights	
  Reserved	
  




          . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
Bauman:	
  Professional	
  AffiliaKons	
  &	
  
                         	
  Disclosures/Conflict	
  of	
  Interest	
  	
  
InternaKonal	
  Nursing	
  Assoc.	
  for	
  Clinical	
  Learning	
  and	
  SimulaKon	
  (INACSL)	
  
            •  Member	
  
            •  Consultant	
  –	
  Website	
  CommiYee	
  

Games+Learning+Society	
  
       •  Affiliate	
  

Society	
  for	
  SimulaKon	
  in	
  Healthcare	
  (SSH)	
  
            •  Chair	
  –	
  Website	
  CommiYee	
  
            •  Co-­‐Chair	
  	
  –	
  Serious	
  Games	
  and	
  Virtual	
  Environments	
  Special	
  
                 Interest	
  Group	
  	
  

Member	
  -­‐	
  Wisconsin	
  EMS	
  AssociaKon	
  (WEMSA)	
  
Member	
  -­‐	
  NaKonal	
  Registry	
  of	
  EMTS	
  (NREMT)	
  

Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
Managing	
  Member	
  –	
  Forensic	
  AnalyKcs,	
  LLC	
  
Associate	
  –	
  Obritec/Hypercosm	
  
METI	
  Inc.	
  –	
  Adjunct	
  Faculty	
  
Thompson:	
  Professional	
  AffiliaKons	
  &	
  
                 	
  Disclosures/Conflict	
  of	
  Interest	
  	
  


•  Northern	
  Ontario	
  School	
  of	
  Medicine	
  
   –  Faculty	
  Lecturer	
  
   –  Interprofessional	
  EducaKon	
  Lead	
  
•  Grant	
  MacEwan	
  University	
  	
  
   –  Course	
  Writer	
  	
  
ObjecKves	
  

•  Describe	
  how	
  game-­‐based	
  learning	
  can	
  prepare	
  
   students	
  for	
  future	
  simulaKon	
  and	
  inter-­‐professional	
  
   collaboraKons	
  	
  

•  Experience	
  a	
  game-­‐based	
  learning	
  acKvity	
  	
  

•  Experience	
  an	
  approach	
  to	
  debriefing	
  a	
  Game-­‐Based	
  
   learning	
  acKvity	
  

•  Discuss	
  how	
  to	
  plan	
  and	
  implement	
  a	
  game-­‐based	
  
   learning	
  experience	
  for	
  students	
  	
  
Ludology	
  
              “We	
  are	
  entering	
  the	
  Ludic	
  Century…	
  
…	
  we	
  will	
  use	
  games	
  to	
  shape	
  the	
  future	
  of	
  educaKon”	
  	
  




                            Eric	
  Zimmerman,	
  NYU	
  Games	
  Center	
  
                                        6/15/2011	
  at	
  GLS7	
  
                                    www.ericzimmerman.com/	
  
                         hYp://gamecenter.nyu.edu/tag/eric-­‐zimmerman	
  
 How	
  can	
  game-­‐based	
  learning	
  prepare	
  students	
  for	
  future	
  
        simulaKon	
  and	
  inter-­‐professional	
  collaboraKon	
  	
  
                                   Ludology…	
  
   Is	
  a	
  relaKvely	
  new	
  term	
  that	
  relates	
  to	
  the	
  study	
  of	
  
                    games	
  and	
  other	
  forms	
  of	
  play…	
  

        …let’s	
  think	
  about	
  how	
  games	
  are	
  related	
  to	
  
                               simulaKon…	
  

        	
  …and	
  how	
  they	
  can	
  be	
  leveraged	
  for	
  	
  inter-­‐
       professional	
  collaboraKon	
  in	
  ways	
  that	
  prepare	
  
             students	
  for	
  simulaKon-­‐based	
  learning….	
  

                 …and	
  later	
  actual	
  clinical	
  pracKce	
  
Games	
  +	
  SimulaKon	
  

•    Goal	
  Oriented	
  	
  
•    Rule	
  Based	
  
•    Sense	
  of	
  Consequence	
  
•    ImitaKon	
  of	
  something	
  real	
  (AuthenKcity)	
  
•    Accurate	
  representaKon	
  of	
  system(s)	
  and	
  
     related	
  processes	
  


               . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
                                                                                               ©Bauman	
  2011	
  Rights	
  Reserved	
  
Games	
  +	
  SimulaKon	
  




                              ©Bauman	
  2011	
  Rights	
  Reserved	
  
“Helium	
  SKck”	
  




Experience	
  a	
  game-­‐based	
  learning	
  acKvity	
  	
  
Blinded	
  Leader	
  
Experience	
  an	
  approach	
  to	
  debriefing	
  	
  
      a	
  Game-­‐Based	
  learning	
  acKvity	
  


    Plus	
  (+)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Delta	
  (	
  	
  	
  	
  )	
  
               +
Things that went                               Things you might
well                                           want to change
Discuss	
  how	
  to	
  plan	
  and	
  implement	
  a	
  game-­‐based	
  learning	
  
                               experience	
  for	
  students	
  	
  
•    Pick	
  your	
  objecKves	
  first…	
  then	
  look	
  for	
  a	
  game	
  that	
  is	
  going	
  to	
  support	
  those	
  objecKves	
  
      –  Introducing	
  the	
  students	
  to	
  each	
  other	
  (Icebreakers)	
  –	
  Geography	
  Game	
  
      –  Teamwork	
  –	
  Helium	
  SKck	
  
      –  InformaKon	
  	
  Processing	
  and	
  DiscriminaKon	
  –	
  The	
  Nail	
  Game	
  

•    Just	
  like	
  SimulaKon	
  –	
  Debriefing	
  is	
  essenKal	
  to	
  maximize	
  the	
  potenKal	
  for	
  experienKal	
  
     learning.	
  
       –  Kolb’s	
  Learning	
  Cycle	
  
       –  Benner:	
  Thinking-­‐in-­‐acKon	
  
       –  Schön	
  :	
  Thinking-­‐on-­‐acKon	
  

•    While	
  games	
  are	
  fun…	
  with	
  learners,	
  parKcularly	
  adult	
  learners	
  incorporaKng	
  games	
  into	
  
     your	
  curriculum	
  should	
  make	
  sense	
  
      –  They	
  should	
  be	
  situated	
  
      –  They	
  should	
  not	
  be	
  senseless	
  filler	
  
      –  They	
  should	
  be	
  well	
  rehearsed	
  	
  
What	
  to	
  do	
  when	
  things	
  go	
  sideways	
  
•  Challenging	
  Student(s)	
  
•  No	
  “Buy	
  In”	
  
•  The	
  Game	
  Just	
  is	
  not	
  Working	
  
    –  They	
  don’t	
  get	
  it	
  
    –  They	
  cannot	
  figure	
  it	
  out	
  
    –  They	
  get	
  frustrated	
  	
  
Selected	
  References	
  
Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simulaKon	
  in	
  healthcare.	
  Ph.D.	
  dissertaKon,	
  The	
  University	
  of	
  Wisconsin-­‐Madison,	
  United	
  States.	
  DissertaKons	
  &	
  Thesis	
  @	
  CIC	
  
    InsKtuKons	
  database.	
  (PublicaKon	
  no.	
  AAT	
  3294196)	
  	
  

Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educaKon.	
  In	
  Gaberson,	
  K.B.,	
  &	
  Oermann,	
  M.H.	
  (Eds)	
  Clinical	
  teaching	
  strategies	
  in	
  nursing	
  
    educa2on	
  (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	
  construc2vist	
  approaches.	
  IGI	
  Global.	
  	
  

Games,	
  I.	
  and	
  Bauman,	
  E.	
  (2011)	
  Virtual	
  worlds:	
  An	
  environment	
  for	
  cultural	
  sensiKvity	
  educaKon	
  in	
  the	
  health	
  sciences.	
  	
  Interna2onal	
  Journal	
  of	
  Web	
  Based	
  
    Communi2es	
  7(2).	
  	
  

Gee,	
  J.P.	
  (2003)	
  What	
  Videogames	
  Have	
  to	
  Teach	
  Us	
  About	
  Learning	
  and	
  Literacy.	
  New	
  York,	
  NY:	
  Palgrave-­‐McMillan.	
  

Kolb,	
  D.	
  (1984).	
  ExperienKal	
  learning:	
  Experience	
  as	
  the	
  source	
  of	
  learning	
  and	
  development.	
  	
  Upper	
  Saddle	
  River,	
  NJ:	
  PrenKce	
  Hall.	
  

Leape,	
  L.	
  L.	
  (2000).	
  Errors	
  in	
  medicine.	
  Clinica	
  Chimica	
  Acta,	
  404(1),	
  2-­‐5.	
  

Prensky,	
  M.	
  (2001).	
  Digital	
  naKves,	
  digital	
  immegrants,	
  part	
  1.	
  On	
  the	
  Horizon	
  9(5).	
  

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	
  reflec2ve	
  prac22oner:	
  How	
  professionals	
  think	
  in	
  ac2on.	
  New	
  York:	
  	
  Basic	
  Books.	
  

Skiba,	
  D.	
  J.	
  (2009).	
  Nursing	
  educaKon	
  2.0:	
  A	
  second	
  look	
  at	
  Second	
  Life.	
  Nursing	
  Educa2on	
  Perspec2ves,	
  30,	
  129-­‐131.	
  

Squire,	
  K.	
  (2006).	
  	
  From	
  content	
  to	
  context:	
  Videogames	
  as	
  designed	
  experience.	
  	
  EducaKonal	
  Researcher.	
  	
  35(8),	
  19-­‐29.	
  	
  

Squire,	
  K.,	
  GiovaneYo,	
  L.,	
  DeVane,	
  B,.	
  &	
  Durga,	
  S.	
  (2005).	
  From	
  users	
  to	
  designers:	
  Building	
  a	
  self-­‐organizing	
  game-­‐based	
  learning	
  environment.	
  Technology	
  
      Trends,	
  49(5),	
  34-­‐42.	
  

Thiagarajan,	
  S.	
  (1992).	
  Using	
  games	
  for	
  debriefing.	
  Simula2on	
  and	
  Gaming,	
  23(2),	
  161-­‐173.	
  	
  

Turkle,	
  S.	
  (1995)	
  Life	
  on	
  the	
  screen.	
  Iden2ty	
  in	
  the	
  age	
  of	
  the	
  Internet.	
  New	
  York:	
  Touchstone.	
  
Contact	
  InformaKon	
  

        Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
   ebauman@clinicalplayground.com	
  
hYp://www.linkedin.com/in/ericbbauman	
  
  hYp://www.slideshare.net/ebauman	
  

      David	
  Thompson,	
  BScN,	
  MN,	
  RN	
  
           dthompson@nosm.ca	
  

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Preparing Learners for Future Experiences using Game-Based Learning

  • 1. 10th  Annual  InternaKonal  Nursing  SimulaKon/Learning     Resources  Centers  Conference  June  15-­‐18,  2011   Preparing  Learners  for  Future   Experiences  using  Game-­‐Based   Learning   Eric  B.  Bauman,  PhD,  RN   David  Thompson,  BScN,  MN,  RN   ©Bauman  &  Thompson  2011   All  Rights  Reserved   .  .  .  .  .  .  .  .  .  .  .              
  • 2. Bauman:  Professional  AffiliaKons  &    Disclosures/Conflict  of  Interest     InternaKonal  Nursing  Assoc.  for  Clinical  Learning  and  SimulaKon  (INACSL)   •  Member   •  Consultant  –  Website  CommiYee   Games+Learning+Society   •  Affiliate   Society  for  SimulaKon  in  Healthcare  (SSH)   •  Chair  –  Website  CommiYee   •  Co-­‐Chair    –  Serious  Games  and  Virtual  Environments  Special   Interest  Group     Member  -­‐  Wisconsin  EMS  AssociaKon  (WEMSA)   Member  -­‐  NaKonal  Registry  of  EMTS  (NREMT)   Managing  Member  –  Clinical  Playground,  LLC   Managing  Member  –  Forensic  AnalyKcs,  LLC   Associate  –  Obritec/Hypercosm   METI  Inc.  –  Adjunct  Faculty  
  • 3. Thompson:  Professional  AffiliaKons  &    Disclosures/Conflict  of  Interest     •  Northern  Ontario  School  of  Medicine   –  Faculty  Lecturer   –  Interprofessional  EducaKon  Lead   •  Grant  MacEwan  University     –  Course  Writer    
  • 4. ObjecKves   •  Describe  how  game-­‐based  learning  can  prepare   students  for  future  simulaKon  and  inter-­‐professional   collaboraKons     •  Experience  a  game-­‐based  learning  acKvity     •  Experience  an  approach  to  debriefing  a  Game-­‐Based   learning  acKvity   •  Discuss  how  to  plan  and  implement  a  game-­‐based   learning  experience  for  students    
  • 5. Ludology   “We  are  entering  the  Ludic  Century…   …  we  will  use  games  to  shape  the  future  of  educaKon”     Eric  Zimmerman,  NYU  Games  Center   6/15/2011  at  GLS7   www.ericzimmerman.com/   hYp://gamecenter.nyu.edu/tag/eric-­‐zimmerman  
  • 6.  How  can  game-­‐based  learning  prepare  students  for  future   simulaKon  and  inter-­‐professional  collaboraKon     Ludology…   Is  a  relaKvely  new  term  that  relates  to  the  study  of   games  and  other  forms  of  play…   …let’s  think  about  how  games  are  related  to   simulaKon…    …and  how  they  can  be  leveraged  for    inter-­‐ professional  collaboraKon  in  ways  that  prepare   students  for  simulaKon-­‐based  learning….   …and  later  actual  clinical  pracKce  
  • 7. Games  +  SimulaKon   •  Goal  Oriented     •  Rule  Based   •  Sense  of  Consequence   •  ImitaKon  of  something  real  (AuthenKcity)   •  Accurate  representaKon  of  system(s)  and   related  processes   .  .  .  .  .  .  .  .  .  .  .               ©Bauman  2011  Rights  Reserved  
  • 8. Games  +  SimulaKon   ©Bauman  2011  Rights  Reserved  
  • 9. “Helium  SKck”   Experience  a  game-­‐based  learning  acKvity    
  • 11. Experience  an  approach  to  debriefing     a  Game-­‐Based  learning  acKvity   Plus  (+)                      Delta  (        )   + Things that went Things you might well want to change
  • 12. Discuss  how  to  plan  and  implement  a  game-­‐based  learning   experience  for  students     •  Pick  your  objecKves  first…  then  look  for  a  game  that  is  going  to  support  those  objecKves   –  Introducing  the  students  to  each  other  (Icebreakers)  –  Geography  Game   –  Teamwork  –  Helium  SKck   –  InformaKon    Processing  and  DiscriminaKon  –  The  Nail  Game   •  Just  like  SimulaKon  –  Debriefing  is  essenKal  to  maximize  the  potenKal  for  experienKal   learning.   –  Kolb’s  Learning  Cycle   –  Benner:  Thinking-­‐in-­‐acKon   –  Schön  :  Thinking-­‐on-­‐acKon   •  While  games  are  fun…  with  learners,  parKcularly  adult  learners  incorporaKng  games  into   your  curriculum  should  make  sense   –  They  should  be  situated   –  They  should  not  be  senseless  filler   –  They  should  be  well  rehearsed    
  • 13. What  to  do  when  things  go  sideways   •  Challenging  Student(s)   •  No  “Buy  In”   •  The  Game  Just  is  not  Working   –  They  don’t  get  it   –  They  cannot  figure  it  out   –  They  get  frustrated    
  • 14. Selected  References   Bauman,  E.  (2007).  High  fidelity  simulaKon  in  healthcare.  Ph.D.  dissertaKon,  The  University  of  Wisconsin-­‐Madison,  United  States.  DissertaKons  &  Thesis  @  CIC   InsKtuKons  database.  (PublicaKon  no.  AAT  3294196)     Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educaKon.  In  Gaberson,  K.B.,  &  Oermann,  M.H.  (Eds)  Clinical  teaching  strategies  in  nursing   educa2on  (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  construc2vist  approaches.  IGI  Global.     Games,  I.  and  Bauman,  E.  (2011)  Virtual  worlds:  An  environment  for  cultural  sensiKvity  educaKon  in  the  health  sciences.    Interna2onal  Journal  of  Web  Based   Communi2es  7(2).     Gee,  J.P.  (2003)  What  Videogames  Have  to  Teach  Us  About  Learning  and  Literacy.  New  York,  NY:  Palgrave-­‐McMillan.   Kolb,  D.  (1984).  ExperienKal  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  PrenKce  Hall.   Leape,  L.  L.  (2000).  Errors  in  medicine.  Clinica  Chimica  Acta,  404(1),  2-­‐5.   Prensky,  M.  (2001).  Digital  naKves,  digital  immegrants,  part  1.  On  the  Horizon  9(5).   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  reflec2ve  prac22oner:  How  professionals  think  in  ac2on.  New  York:    Basic  Books.   Skiba,  D.  J.  (2009).  Nursing  educaKon  2.0:  A  second  look  at  Second  Life.  Nursing  Educa2on  Perspec2ves,  30,  129-­‐131.   Squire,  K.  (2006).    From  content  to  context:  Videogames  as  designed  experience.    EducaKonal  Researcher.    35(8),  19-­‐29.     Squire,  K.,  GiovaneYo,  L.,  DeVane,  B,.  &  Durga,  S.  (2005).  From  users  to  designers:  Building  a  self-­‐organizing  game-­‐based  learning  environment.  Technology   Trends,  49(5),  34-­‐42.   Thiagarajan,  S.  (1992).  Using  games  for  debriefing.  Simula2on  and  Gaming,  23(2),  161-­‐173.     Turkle,  S.  (1995)  Life  on  the  screen.  Iden2ty  in  the  age  of  the  Internet.  New  York:  Touchstone.  
  • 15. Contact  InformaKon   Eric  B.  Bauman,  PhD,  RN   ebauman@clinicalplayground.com   hYp://www.linkedin.com/in/ericbbauman   hYp://www.slideshare.net/ebauman   David  Thompson,  BScN,  MN,  RN   dthompson@nosm.ca