Gaming as a Tool To Teach Patient Safety Simulation Game Team, A.T. Still University Fred Schwartz, DO, Tom Bennett, DO, Rupal Vora, MD, Noel Carrasco, MD, Inder Makin, MD, Robin Pettit, PhD, Stan Brysacz DO, Lise McCoy, MTESL. A project funded by HRSA. Osteopathic Medical Education Leadership Conference Scottsdale Arizona January 5, 2013 Audience Response Game Shows for Patient Safety Robin Pettit, Ph.D. Rupal Vora, M.D. FACP Inder Makin M.D., Ph.D. William Wightkin, PharmD Learning Objectives • Illustrate the application of Bravo games in medical education, specifically addressing patient safety • Provide practice with the WHO Patient Safety Competencies (Systems, Adverse events, Infection control, Medication safety, Communication) using an interactive electronic game Games in Medical Education • How do games differ from other educational strategies? – competitive nature – rules and procedures – rewards Benefits of Games in Medical Education • integration of fun, excitement in learning process can reduce stress, anxiety • motivation through competition • social interaction, enhancement of communication, teamwork • complement, reinforce existing knowledge • provide feedback “enjoyable” “stimulating” “engaging” “increased my content knowledge” “helped me retain information” Mobile App Games for Patient Safety Frederic Schwartz, D.O. Stanley Brysacz, DO Lise McCoy, MTESL 3-5-Minute Cases for Mobile Learning • iPhone • iPad • Android • Tablet The Prognosis Game App • • • • • • Decision making Investigation Management Instant feedback Case Discussion Skills Tracking Game Results Provide Feedback Branching Case Scenarios Use patient stories to highlight errors and dilemmas Practice decision making for diagnosis “ Make game vignettes available for optional individual practice, or prescribe specific games as assignments for core rotations.” Virtual Patient Simulations for Medical Education In Fall 2012 beta trials, students surveyed found these to be engaging and valuable. Tom Bennett, DO, Noel Carrasco, MD Deliberate Practice with Clinical Reasoning Medical students need to rehearse clinical encounters before diagnosing real patients. This is urgent for the reason of patient safety. Ziv et al., 2006 Key Takeaways • Learning about patient safety can be fun, exciting, and interactive. • Games provide deliberate practice to reinforce concepts students need to know. • Games can be used to teach or test competencies. Game Platforms • C-3 Softworks (Bravo) www.c3softworks.com • Decision Simulation http://decisionsimulation.com/ • Medical Joyworks • medicaljoyworks.com Citations • WHO Patient Safety Curriculum Guide, 2011 • Teaching Physicians to Provide Safe Patient Care, Lucian Leape Institute Roundtable on Reforming Medical Education, National Patient Safety Foundation, 2010 • http://www.cdc.gov • http://www.uptodate.com • Medical Education, 2009, 43:303–311 • Medical Teacher, 2011, 33:156-160 • BMC Medical Education, 2010, 10:26 • Archives of internal medicine, 2010, 171:1385– 90 • Simulation in healthcare, 2006, 1:252–6 Pedagogy and Educational Games Lise McCoy, MTESL School of Osteopathic Medicine in Arizona A New Generation of Learners “…a visually rich, multichannel form of expression can be powerfully compelling, engaging, and communicative” – Larry Johnson Serious Games & VPS Support the Modern Learning Paradigm 1. 2. 3. 4. 5. 6. 7. Learning to Think Performance-based Inductive-emergent Multiple Modalities Customizable Ecological Collaborative New Paradigm; Gee: Pullias Lecture, USC 2011 http://www.youtube.com/watch?v=FmcgMK46nfg Physiological/Social Impact of Games • Interactivity increases brain activity and neural nets. • Engagement may be operationalized and measured as “flow” • Game environments promote unconscious learning, a psycho social moratorium. • Students must cooperate to solve real world tasks Games Support 21st Century Adult Learning Strategies Schema Scaffolds Feedback Theoretical connections • Discovery • Self-Direction • Reflection • • • • Which Pedagogical Theories Support Simulation/Game Learning ? Cognitive Science - Schema Theory - Cognitive Load Theory - Skills Training - Scaffolding - Novice to Expert -Thinking and Reasoning -Knowledge Bundling Constructivism - Situated Learning - Conceptual Frameworks - Social Learning - Case Based Practice Learning Rewards: Games / Simulations • • • • • • • Rich environments Legitimate peripheral participation Alignments of perspectival framing Shared virtual experiences Learning affordances Deliberate (anytime) practice Non-linear learning • • • • • • • • • • • • • • Education References 21. Net Generation Learners: Johnson, L. (2006). The Sea Change Before Us. Educause, 72–73. 22a. New Paradigm: Gee, J. (2011). Pullias Lecture, USC. 22b. 21st Century Skills: Mishra, P. (2012). Rethinking technology & creativity in the 21st century: Crayons are the future. TechTrends, (September/October), 13–16. 22c. Barab, S., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational Play: Using Games to Position Person, Content, and Context. Educational Researcher, 39(7), 525–536. 23a. Brain: Zull, J. E. (2004). The Art of Changing the Brain. Educational Leadership, September. 23b. Brain: Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534–7. 23c. Brain: CNN (2012) Gaming Reality. 23c. Brain: CNN. (2012) Gaming Reality. Retrieved from: www.cnn.com/interactie/2012/08/gaming.series/teachers.html 23d. Flow: Schiefele, U., & Raab, A. (2011). Skills demands compatibility as a determinant of flow experience in an inductive reasoning task. Psychological Reports, 109(2). 23e. Engagement: Gee, J. P. (2005). Pleasure, Learning, Video Games, and Life: the projective stance. ELearning, 2(3), 211. 23f. Psychosocial Moratorium: Deterding, S., & Dixon, D. (2011). Gamification : Using Game Design Elements in Non-Gaming Contexts. Sociology The Journal Of The British Sociological Association, May, 5–8. 23g. Social Collaboration: Brown, J. S., Collins, A., & Duguid, P. (2007). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42. 24a. Schema: Anderson J. The Architecture of Cognition. Cambridge, MA: Harvard University Press; 1983. 24b. Scaffolding Connections: Bransford J, Brown A, Cocking R. (2000). Mind and Brain. In: How People Learn: Brain, Mind, Experience, and School. Washington, D.C.: New Academy Press. 24c. Social Interaction: Aufschnaiter, C. (2003). Interactive processes between university students: Structures of interactions and related cognitive development. Research in Science Education. 233:341– 374. • • • • • • • • • • • Education References-Continued 24d. Inquiry Episodes: Duckworth E. The Having of Wonderful Ideas and Other Ideas on Teaching and Learning. New York, NY: Teachers College, Columbia University; 2006. 24e. Time to Reflect: Mann K, Gordon J, MacLeod A. Reflection and reflective practice in health professions education: a systematic review. Advances in Health Sciences Education. 2009;14(4):595–621. 25a. Constructivism: Bronack S, Riedl R, Tashner J. (2006). Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world. Interactive Learning Environments. 14(3):219–232. 25b. Cognitive Learning: Patel VL, Arocha JF, Zhang J. (2004). Thinking and Reasoning in Medicine. In: Cambridge Handbook of Thinking and Reasoning. Cambridge, UK: Cambridge University Press; 1–34. 25c. Game Learning: Kebritchi M, Hirumi A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education. 51(4):1729–1743. 26a. Fun: Prensky M. (2001). Fun, Play and Games: What Makes Games Engaging. In: Digital Game Based Learning. McGraw-Hill. 1–31. 26b. Deterding, S., & Dixon, D. (2011). Gamification : Using Game Design Elements in Non-Gaming Contexts. Sociology The Journal Of The British Sociological Association. 26c. Affordances: Dalgarno, B., & Lee, M. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. 26d.Non-linear learning: Poulton, T., Conradi, E., Kavia, S., Round, J., & Hilton, S. (2009). The replacement of “ paper ” cases by interactive online virtual patients in problem-based learning. Academic Medicine, 31, 752– 758. 26e. Perspectival Framing: Van de Sande, C., & Greeno, J. G. (2012). Achieving Alignment of Perspectival Framings in Problem-Solving Discourse. Journal of the Learning Sciences, (November 2012), 37–41. 26f. Legitimate Peripheral Participation: Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation (p. 123). New York, NY: Cambridge University Press.
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