virtual learning technologies for the digital generation

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Virtua l Learning Technologies for the Digital Generation

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Page 1: Virtual Learning Technologies for the Digital Generation

Virtual

Learning Technologies for the

Digital Generation

Page 2: Virtual Learning Technologies for the Digital Generation

Grand Challenges in Medical Education

Increasing education efficiency – New fields: genetics, informatics A torrent or flood of knowledge … while retaining humanistic values

Employing modern educational tools – “Authentic” learning situations -

Virtual patients & Task simulations Team based work - by simulating the work world Developing metrics for teaching quality

and learning outcome – Embed assessment instrumentation within each lesson

Page 3: Virtual Learning Technologies for the Digital Generation

Human Patient Simulator:

One-person exercises in simulation centers

Page 4: Virtual Learning Technologies for the Digital Generation

More manikin-based learning: Multi-person exercises in a

simulation center

Page 5: Virtual Learning Technologies for the Digital Generation

Virtual Emergency Department -2004:

Multi-person exercises in a virtual world Videogame technology

Online exercises One–, or Multiple ‘patients’

Real people log in and take roles

Patient is a ‘robot’ that responds to commands

Page 6: Virtual Learning Technologies for the Digital Generation

Virtual Emergency Department

Users access ‘information’ and exercise ‘decisions’ through menu

Patient physiology is small set of rules Interactive scenario is followed by debrief

Page 7: Virtual Learning Technologies for the Digital Generation

30 medical students & interns

Virtual ED Simulator (n=16)pretest case 4 training cases posttest case

Human Patient Simulator “HPS” (n=14)pretest case 4 training cases posttest case

• Is the Virtual ED effective?• Is there a significant difference between the two methods?

Emergency Dept. Team Training

Page 8: Virtual Learning Technologies for the Digital Generation

Comparison of Pre & Post

Mean Scores

Me

an

Sc

ore

s

0.00

10.00

20.00

30.00

40.00

50.00

HPS Group

Pretest Sum Scores Posttest Sum Scores Pretest Sum Scores Posttest Sum Scores

Virtual ED Group

Page 9: Virtual Learning Technologies for the Digital Generation

Percentage of individual scored points

0

20

40

60

80

100

1 2 3 4 5 6 7 8 9

Student #

%-

po

ssib

le p

oin

ts

% Pre

% Post

Average improvement between pre- and posttest was 23 %

after practicing on four critically ill virtual patients

Nine interns did the ‘right Dx & Rx’, Scored Data/ All Subjects

0

10

2030

40

50

6070

80

90

100

%- o

f Pos

sibl

e P

oint

s

Pre

Post

Airway Breathing Circulation Disability Exposure Secondarysurvey

Other actions

. . . training in a Virtual World

Page 10: Virtual Learning Technologies for the Digital Generation

VirtualEnvironments

. . . Mimic Real Places

Page 11: Virtual Learning Technologies for the Digital Generation

Creating 3D environments for

learning, practicing, assessment

Page 12: Virtual Learning Technologies for the Digital Generation

Stanford Emergency Department

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

PATIENT CARE with INDIVIDUAL CASUALTIES

. . . training in a Virtual World

Page 13: Virtual Learning Technologies for the Digital Generation

Stanford Emergency Department

PATIENT CARE INMASS CASUALTY

EVENTS, &AMID THE CHAOS

Page 14: Virtual Learning Technologies for the Digital Generation

What do EM–MDs and RNs think?

Q4: How useful do you think these simulation exercises would be for learning to initially assess and manage trauma patients

in the Emergency Department?

0

10

20

30

40

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80

90

1 2 3 4 5

Rating Scale (1=low; 5=high)

Per

cen

tag

e o

f p

arti

cip

ants

Virtual World Group

HPS Group

Q5: How useful do you think these simulation exercises would be for learning to work as a member of an Emergency

Department team?

0

10

20

30

40

50

60

70

80

90

1 2 3 4 5

Rating Scale (1=low; 5=high)

Per

cen

tag

e o

f p

arti

cip

ants

Virtual World Group

HPS Group

. . . training in a Virtual World

Page 15: Virtual Learning Technologies for the Digital Generation

In conclusion New educational tools are:

Immersive and interactive Action oriented with role playing Representing authentic work situations

Current learning technologies: Virtual worlds parallel the real world Afford practice with virtual-real patients –

with physiology, at a low cost, anytime, anywhere

Allow ‘what-if?’ scenarios that prevent mistakes and improve safety in the real world

Page 16: Virtual Learning Technologies for the Digital Generation

Thank you, APAN ! http://summit.stanford.edu/

Wm. LeRoy HeinrichsProfessor (Emeritus) of Ob/Gyn / SUMMIT

Colleagues at SUMMIT – Pat YoungbloodSean Kung, Robert Cheng, Kingsley Willis, Parvati Dev

Colleagues at Forterra Systems – Laura Kusumoto, Arnold Hendrick, Steve Hanstead