Learning Clinical Reasoning Through Game-Based Simulation

Total Page:16

File Type:pdf, Size:1020Kb

Learning Clinical Reasoning Through Game-Based Simulation Helsinki Studies in Education 6 JAANA-MAIJA KOIVISTO JAANA-MAIJA Jaana-Maija Koivisto LEARNING CLINICAL REASONING THROUGH GAME-BASED SIMULATION LEARNING CLINICAL REASONING THROUGH GAME-BASED SIMULATION Design principles for simulation games ISSN 1798-8322 (print) ISSN 2489-2297 (online) ISBN 978-951-51-3128-7 (paperback) ISBN 978-951-51-3129-4 (PDF) http://ethesis.helsinki.f Unigrafa Helsinki 2017 6 UNIVERSITY OF HELSINKI 2017 FACULTY OF EDUCATIONAL SCIENCES 9 789515 131287 Helsinki Studies in Education University of Helsinki, Faculty of Educational Sciences Helsinki Studies in Education, number 6 Jaana-Maija Koivisto Learning clinical reasoning through game-based simulation Design principles for simulation games To be presented, with the permission of the Faculty of Educational Sciences of the University of Helsinki, for public discussion in the Lecture hall 1, Metsätalo, Unioninkatu 40 on Saturday June 10th 2017, at 12 noon Helsinki 2017 Custos Professor Jari Lavonen, University of Helsinki Supervisors Professor Emerita Hannele Niemi, University of Helsinki Professor Jari Multisilta, Tampere University of Technology Professor Elina Haavisto, University of Turku Pre-examiners Docent Leena Salminen, University of Turku Research Assistant Professor Hanna Wirman, Hong Kong Polytechnic University Opponent Professor Heli Ruokamo, University of Lapland Cover illustration Saku Nylund Unigrafia, Helsinki ISBN 978-951-51-3128-7 (pbk) ISBN 978-951-51-3129-4 (pdf) ISSN 1798-8322 (print) ISSN 2489-2297 (online) To Elisa, Akseli, Iida and Juha University of Helsinki, Faculty of Educational Sciences Helsinki Studies in Education, number 6 Jaana-Maija Koivisto Learning clinical reasoning through game-based simulation Design principles for simulation games Abstract The aim of this study was to obtain knowledge about learning clinical reasoning through game-based simulation. This knowledge could be used in developing and embedding new learning methods for clinical reasoning in nursing education. Research has shown that nursing students lack knowledge and skills in detecting and managing changes in patients’ clinical conditions. This is often due to insufficient clinical reasoning, and thus, educational organisations need to more effectively enable the development of clinical reasoning during education. Digitalisation in higher education is increasing, and the use of virtual simulations and, recently, serious games to support professional learning and competence development is growing. The purpose of this research was to generate design principles for simulation games that enhance learning and to design and develop a simulation game for learning clinical reasoning. Furthermore, to enable development of such a simulation game that enhances learning, the purpose was to investigate nursing students learning through gaming. A design-based research methodology was used since such a methodology encourages the development of knowledge that advances pragmatic and theoretical aims. Iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, nurse educators, students, programmers, 3D artist and interface designers in a real-world setting. Mixed research methods were used to produce new knowledge on learning clinical reasoning through game-based simulation, which refers to a learning method that combines game elements, simulations and learning objectives. This knowledge was used to generate design principles for a simulation game. The results indicated that games used to provide significant learning experiences for nursing students need to share some of the characteristics of leisure games, especially visual authenticity, immersion, interactivity and feedback systems. In terms of the clinical reasoning process, students improved in their ability to take action and collect information but were less successful in learning to establish goals for patient care and to evaluate the effectiveness of interventions. The findings showed that usability, application of nursing knowledge and exploration are the aspects of a simulation game that have the greatest impact on learning clinical reasoning. It was also revealed that authentic patient-related experiences, feedback and reflection have an indirect effect on learning clinical reasoning. Users who had played digital games daily or occasionally before participating in the study felt that they learned clinical reasoning by playing the game more than those who did not play at all. The results of this design-based research project facilitated the generation of design principles for simulation games based on theoretical and empirical knowledge. This study provided multiple opportunities to advance our knowledge of nursing students’ learning processes and experiences of learning clinical reasoning through game-based simulation. Its results add to the growing body of literature on game development in the field of nursing education by providing design principles for educational simulation games. Increasingly, educators need to be future oriented; they need to be able to design and adopt new pedagogical innovations. This study makes a major contribution to research on nursing education by presenting a design-based research methodology to be used in designing, developing and embedding new technology-enhanced learning environments in nursing education. Keywords: clinical reasoning, game-based simulation, learning, design principles, simulation game, design-based research, nursing education Helsingin yliopisto, Kasvatustieteellinen tiedekunta Kasvatustieteellisiä tutkimuksia, numero 6 Jaana-Maija Koivisto Kliinisen päätöksenteon oppiminen pelillisen simulaation avulla Simulaatiopelien design-periaatteet Tiivistelmä Tutkimuksen tavoitteena oli tuottaa tietoa kliinisen päätöksenteon oppimisesta simulaatiopeliä pelaamalla sekä oppimiseen vaikuttavista tekijöistä. Tuotettua tietoa voidaan hyödyntää kehitettäessä uusia menetelmiä kliinisen päätöksenteon opetukseen. Aikaisempien tutkimusten mukaan sairaanhoitajaopiskelijoiden kliinisen päätöksenteon osaamisessa ilmenee puutteita erityisesti potilaan kliinisen tilan huononemisen havaitsemisessa ja ennaltaehkäisyssä. Tämän vuoksi koulutusorganisaatioiden tulee entistä tehokkaammin edistää kliinisen päätöksenteon kehittymistä koulutuksen aikana. Virtuaalisimulaatioiden ja viime aikoina myös hyötypelien käyttö terveysalan koulutuksessa ammatillisen osaamisen vahvistamisessa on lisääntynyt korkeakoulutuksen digitalisaation myötä. Tämän tutkimuksen tarkoituksena oli muodostaa design-periaatteet oppimista edistävän simulaatiopelin kehittämiseen sekä suunnitella ja kehittää simulaatiopeli kliinisen päätöksenteon oppimiseen. Lisäksi tarkoituksena oli tutkia sairaanhoitajaopiskelijoiden oppimista simulaatiopelillä, jotta voidaan kehittää oppimista edistävä peli. Tutkimuksessa toteutettiin design-tutkimuksen lähestymistapaa. Tutkimus toteutettiin iteratiivisissa sykleissä, joissa kehityskohteen analysointi, simulaatiopelin suunnittelu, kehittäminen, testaaminen ja uudelleen suunnittelu sekä reflektointi ja raportointi vuorottelivat. Tutkimus toteutettiin tutkijoiden, hoitotyön opettajien ja opiskelijoiden sekä pelinkehittäjien (ohjelmoijat, käyttöliittymäsuunnittelijat ja 3D artisti) yhteistyössä aidoissa ympäristöissä. Tutkimus oli monimenetelmätutkimus. Iteratiivisissa sykleissä syntynyttä tietoa kliinisen päätöksenteon oppimisesta simulaatiopelillä hyödynnettiin design- periaatteiden muodostamisessa tutkimusprosessin aikana. Tulosten mukaan merkittävät oppimiskokemukset edellyttävät, että oppimiseen tarkoitetuissa simulaatiopeleissä on hyödynnettävä viihdepelien ominaisuuksia kuten autenttisuus, immersiivisyys, interaktiivisuus ja palautejärjestelmät. Parhaiten opiskelijat kokivat oppivansa pelaamalla tiedon keräämistä ja hoitotyön toteuttamista. Näitä vähemmän he kokivat oppivansa asettamaan hoitotyön tavoitteita sekä arvioimaan hoitotyötä. Tulosten mukaan oppimista simulaatiopeliä pelaamalla selittivät käytettävyys, hoitotyön tiedon käyttö sekä tutkiskelemalla oppiminen. Lisäksi oppimiseen vaikuttivat autenttiset potilaskohtaiset kokemukset, palautteen saaminen sekä reflektointi. Opiskelijat, jotka pelasivat digitaalisia pelejä päivittäin tai toisinaan, kokivat oppivansa kliinistä päätöksentekoa enemmän kuin ne, jotka eivät pelanneet lainkaan. Tutkimusprosessissa syntyneen teoreettisen ja empiirisen tiedon pohjalta muodostettiin design-periaatteet simulaatiopelin kehittämiseen. Design- periaatteet esitetään käytännöllisinä suosituksina, joita pelinkehittäjät voivat soveltaa kehittäessään simulaatiopelejä kliinisen päätöksenteon oppimiseen. Tutkimus tuotti tietoa simulaatiopelejä pelaavien sairaanhoitajaopiskelijoiden oppimisprosesseista sekä oppimiskokemuksista. Tutkimus täydentää aikaisempaa tutkimustietoa oppimista tukevien pelien kehittämisestä terveysalalla tuottaen design- periaatteet simulaatiopelin kehittämiseen. Tätä tietoa voidaan hyödyntää kehitettäessä pelejä terveysalan koulutukseen. Tulevaisuudessa opettajilta edellytetään kykyä suunnitella ja kehittää uusia innovatiivisia oppimismenetelmiä. Tämä tutkimus kuvaa design-tutkimuksen prosessin kokonaisuudessaan ja tätä tietoa kouluttajat voivat hyödyntää omassa työssään uusien digitaalisten innovaatioiden suunnittelussa ja toteutuksessa sekä hoitotyön koulutuksessa että muualla terveysalalla mutta myös muilla ammatillisen koulutuksen alueilla. Avainsanat: kliininen päätöksenteko, pelillinen simulaatio, oppiminen, design- periaatteet, design-tutkimus, hoitotyön
Recommended publications
  • A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study
    JMIR SERIOUS GAMES Boada et al Original Paper A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study Imma Boada, PhD; Antonio Rodriguez Benitez, PhD; Santiago Thió-Henestrosa, PhD; Josep Soler, PhD Graphics and Imaging Laboratory, Escola Politècnica Superior, Edifici Politècnica IV, 17003 Girona, Spain Corresponding Author: Imma Boada, PhD Graphics and Imaging Laboratory Escola Politècnica Superior, Edifici Politècnica IV C/ de la Universitat de Girona, 6 Campus Montilivi 17003 Girona Spain Phone: 34 618334786 Email: [email protected] Abstract Background: Choking is one of the causes of unintentional injury death. Gaining the knowledge of the first-aid procedure that has to be applied in case of choking can increase the chances of survival of persons with choking. Serious games can be a good channel for educating people about choking scenarios and the actions to be taken to save the persons with choking. Objective: The objective of this study is to present and evaluate the effectiveness of a serious game designed to prevent choking and to promote the first-aid procedure that needs to be applied in case of choking. Methods: In this study, we present a serious game as a set of minigames that reproduces the main steps of the protocol for the first-aid performed in choking. In the proposed game, the player acquires the role of a helper who has to save the person in a choking emergency by applying the main steps of the protocol. Time and score restrictions are imposed to pass each minigame. To test this game, we performed a pilot study with 48 high school students.
    [Show full text]
  • Real-Time Virtual Collaborative Environment Designed for Risk
    THÈSETHÈSE en vue de l’obtention du DOCTDOCTORATORAT DE DE L’UNIVERSITÉ L’UNIVERSITÉ DE DE TOULOUSE TOULOUSE délivré par Université Paul Sabatier présentée et soutenue par Catherine PONS LELARDEUX le 17 octobre 2017 Real-time Virtual Collaborative Environment Designed for Risk Management Training: Communication and Decision Making (Environnement virtuel multi-joueurs temps-réel pour la formation à la gestion des risques: Communication et prise de décision) École doctorale et discipline ou spécialité : EDMITT - École Doctorale Mathématiques Informatique Télécommunications de Toulouse - Image, Information, Hypermedia Unité de recherche : IRIT - Institut de Recherche en Informatique de Toulouse - UMR 5505 Directeur(s) de Thèse : Mr Jean-Pierre Jessel Professeur Université de Toulouse UPS Autres membres du jury : Mr Stéphane Natkin, Professeur, Conservatoire National des Arts et Métiers, (Rapporteur) Mme Elise Lavoué, Maître de Conférence, Université Jean Moulin Lyon 3, (Rapporteur) Mr Pierre Lagarrigue, Professeur, Université de Toulouse, INU Champollion (Examinateur) Mr Vincent Minville, Professeur Praticien Hospitalier, CHU de Toulouse, UPS (Examinateur) Mr Damien Djaouti, Maître de conférence, Université de Montpellier, (Examinateur) Résumé Communication et prise de décision dans un environnement virtuel multi-joueurs temps-réel destiné à la formation à la gestion des risques Les facteurs humains figurent parmi les causes originelles de trop nombreux accidents, dans les transports, l’industrie ou encore dans les parcours de soins. Dans ces contextes socio- techniques complexes et dynamiques, le risque de survenue d’incidents est permanent. La formation des équipes interprofessionnelles à la gestion des risques dans un environnement reproduisant fidèlement le contexte professionnel est un enjeu majeur. La motivation de cette thèse est de proposer un environnement virtuel multi-joueurs destiné à la formation à la gestion des risques liés à des défauts de communication ou de prises de décision.
    [Show full text]
  • Serious Games and Edutainment Applications Volume II
    Minhua Ma Andreas Oikonomou Editors Volume II Serious Games and Edutainment Applications Serious Games and Edutainment Applications Minhua Ma • Andreas Oikonomou Editors Serious Games and Edutainment Applications Volume II 123 Editors Minhua Ma Andreas Oikonomou School of Art, Design and Architecture College of Science and Technology University of Huddersfield Nottingham Trent University Huddersfield, UK Nottingham, UK ISBN 978-3-319-51643-1 ISBN 978-3-319-51645-5 (eBook) DOI 10.1007/978-3-319-51645-5 Library of Congress Control Number: 2011939794 © Springer International Publishing AG 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made.
    [Show full text]
  • Gamification and Multimedia for Medical Education: a Landscape Review Lise Mccoy, Edd Joy H
    MEDICAL EDUCATION Gamification and Multimedia for Medical Education: A Landscape Review Lise McCoy, EdD Joy H. Lewis, DO, PhD David Dalton, DO From the A.T. Still Background: Medical education is rapidly evolving. Students enter medical school University–School of with a high level of technological literacy and an expectation for instructional Osteopathic Medicine in Arizona (Mesa). variety in the curriculum. In response, many medical schools now incorporate tech- nology-enhanced active learning and multimedia education applications. Education Financial Disclosures: None reported. games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms. Support: This project was funded in part by Objective: To review available literature for the benefits of using gamified training a grant from the platforms for medical education (both preclinical and clinical) and training. Also, Health Resources and Services Administration to identify platforms suitable for these purposes with links to multimedia content. (D54HP20674). Methods: Peer-reviewed literature, commercially published media, and grey litera- Address correspondence to ture were searched to compile an archive of recently published scientific evaluations Lise McCoy, EdD, of gamified training platforms for medical education. Specific educational games, A.T. Still University– School of Osteopathic mobile applications, and virtual simulations useful for preclinical and clinical train- Medicine in Arizona, ing were identified and categorized. Available evidence was summarized as it related 5850 E Still Cir, Mesa, to potential educational advantages of the identified platforms for medical education. AZ 85206-3618. E-mail: [email protected] Results: Overall, improved learning outcomes have been demonstrated with vir- tual patient simulations. Games have the potential to promote learning, increase Submitted March 9, 2015; engagement, allow for real-word application, and enhance collaboration.
    [Show full text]
  • Serious Games in Formal Medical Education: an Experimental Study
    Serious Games in Formal Medical Education: An Experimental Study Claudia Ribeiro∗, Tiago Antunes∗, Micaela Monteiro†,Joao˜ Pereira∗ ∗INESC-ID, Lisbon, Portugal Instituto Superior Tecnico,´ Universidade Tecnica´ de Lisboa, Lisbon, Portugal {claudia.sofia.ribeiro,tiago.c.antunes, joao.madeiras.pereira}@ist.utl.pt †Servic¸o de Urgenciaˆ Geral Centro Hospitalar Lisboa Ocidental, Lisbon, Portugal [email protected] Abstract—Medical knowledge has increased exponentially in its web 2.0 have changed the way people communicate, the last decades. Healthcare professionals face a life-time chal- interact and perceive the world. As Prensky [2] stated, rising lenge in medical education right from the beginning of medical generations are active and not passive, privilege graphics and school. They experience serious difficulties to keep updated. Tra- animation over text, view technology as part of their lives and ditional adult education, largely used in medical training, shows work as play and play as work. Therefore medical education little effectiveness. Problem-based-learning has been proposed as must not stick. It has to change. Traditional medical education, a student-centred pedagogy to overcome failure of traditional medical instruction. A more recent trend is related to the use of mainly teacher centred and based on reading, listening or serious games. Although, there are still few examples of serious watching, has now proven insufficient in adult education and games for medical education, the increased interest shown in the not adequate for teaching either technical skills or soft skills. latest years shows that this is an important area and with a There is also increasing consciousness about the importance lot of potential to explore.
    [Show full text]
  • Duke Nursing Volume 3, No
    Spring/ Summer 2008 Duke Nursing Volume 3, No. 1 magazine 08 1938 Alumna Steps Up for Scholarships 14 Simulation Fosters Teamwork and Communication 20 Benner Delivers Harriet Cook Carter Lecture Cycled Light Research Changes Standard of Care for Preemies pg 22 Learning, Serving, and Sharing—Duke Students in Cultural Immersion pg 24 ABSN Program Turns 5—Meet 7 Young Professionals in Satisfying Nursing Careers pg 10 “We believe in higher education and what it can do for people. We established this gift annuity because of all Ann’s education did for her and the patients she served. We are so grateful to be able to help Duke in a way that also helps us.” —Preston Leake, G’54, PhD’54 Ann Leake, N’54 and Preston Leake, G’54, PhD’54 A DUKE CHARITABLE GIFT ANNUITY A Sound Investment for You—a Dream Come True for Tomorrow’s Nursing Leaders With your gift of cash or stocks, Duke will establish a charitable gift annuity in your SAMPLE DUKE ANNUITY RATES name and pay you a lifetime annuity. You qualify for a charitable tax deduction Single Person and avoid capital gains taxes. Upon your passing, the remaining funds will provide AGE RATE support for the Duke School of Nursing. 65 6.0% 70 6.5% For more information please contact Joseph W. Tynan, JD, director of gift and 75 7.1% endowment planning for Duke Medicine, at [email protected] or 919-667-2506. 80 8.0% Visit us on the Web at development.mc.duke.edu Married Person AGE RATE 65/65 5.6% 70/70 5.9% 75/75 6.3% 80/80 6.9% Dean’S WELCOME Friends, In December we graduated our fifth cohort of students from the accelerated Bachelor of Science in Nursing (ABSN) degree program.
    [Show full text]
  • A Comprehensive Review of Serious Games in Health Professions
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 787968, 11 pages http://dx.doi.org/10.1155/2014/787968 Review Article A Comprehensive Review of Serious Games in Health Professions Francesco Ricciardi1,2 and Lucio Tommaso De Paolis1 1 Department of Engineering for Innovation, Salento University, 73100 Lecce, Italy 2 UnitofInformationSystems,InnovationandResearch,CasaSollievodellaSofferenzaHospital,71013SanGiovanniRotondo,Italy Correspondence should be addressed to Lucio Tommaso De Paolis; [email protected] Received 15 February 2014; Revised 10 June 2014; Accepted 15 July 2014; Published 4 August 2014 Academic Editor: Hanqiu Sun Copyright © 2014 F. Ricciardi and L. T. De Paolis. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and training have to be practiced during the entire working period and not only limited to school years. The use of new technology such as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming describes a technology that can educate and train while entertaining users. This type of training can be very useful for health professions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching. In some fields it represents an ideal instrument for continuous health professions education also in terms of costs because itis cheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious games developed for health professions and health related fields in order to understand if they are useful tools for health related fields training.
    [Show full text]