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WI	
  TECNE	
  -­‐	
  Year	
  Five	
  Conference	
  
           eLeaning	
  in	
  Nursing	
  



Interface	
  Design	
  Analysis	
  of	
  
  Online	
  Nursing	
  Courses	
  	
  
           Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
            David	
  W.	
  Simkins,	
  MS	
  
                            ©Bauman	
  &	
  Simkins	
  2011	
  
                              All	
  Rights	
  Reserved	
  




    . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
Disclosures/Conflict	
  of	
  Interest	
  &	
  
                                      	
  Professional	
  AffiliaQons	
  

Eric	
  B.	
  Bauman,	
  RN,	
  PhD	
  	
  	
  
    	
  Managing	
  Member	
  –	
  Clinical	
  Playground,	
  LLC	
  
    	
  Society	
  for	
  SimulaQon	
  in	
  Healthcare	
  (SSH)	
  
    	
  InternaQonal	
  Nursing	
  Assoc.	
  for	
  Clinical	
  Learning	
  and	
  SimulaQon	
  (INACSL)	
  
    	
  Games+Learning+Society	
  


David	
  W.	
  Simkins,	
  MS	
  
  	
  David	
  W.	
  Simkins,	
  LLC 	
  	
  
    	
  Games+Learning+Society	
  
    	
  Doctoral	
  Candidate	
  University	
  of	
  Wisconsin	
  –	
  Madison,	
  	
  School	
  of	
  EducaQon	
  




                                 . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  . 	
  .	
  	
  	
  	
  	
  	
  	
  
eLearning	
  Course	
  Assessment	
  
FuncQonal	
  DefiniQons	
  

•  Coherence	
  Validity:	
  refers	
  to	
  whether	
  or	
  not	
  
   the	
  evaluaQon	
  of	
  student	
  performance	
  
   appears	
  to	
  be	
  based	
  on	
  informaQon	
  presented	
  
   in	
  the	
  online	
  course.	
  	
  In	
  other	
  words	
  does	
  it	
  
   appear	
  that	
  student	
  evaluaQon	
  flows	
  from	
  
   mastery	
  of	
  course	
  content.	
  
FuncQonal	
  DefiniQons	
  

•  Flow:	
  Represents	
  the	
  intuiQve	
  or	
  logical	
  nature	
  
   of	
  the	
  transiQon	
  of	
  one	
  topic	
  to	
  another	
  topic.	
  
FuncQonal	
  DefiniQons	
  

•  Designed	
  for	
  online	
  Medium:	
  Good/Poor	
  
   Design	
  for	
  online	
  medium	
  –	
  versus	
  inherent	
  
   challenges	
  of	
  distance	
  educaQon.	
  
Coherence	
  and	
  Consistency	
  

•  In	
  general	
  there	
  is	
  an	
  increased	
  expectaQon	
  
   for	
  coherence	
  and	
  consistency	
  for	
  online	
  
   courses,	
  parQcularly	
  in	
  those	
  instances	
  that	
  
   have	
  been	
  or	
  are	
  a`empQng	
  to	
  be	
  organized	
  
   to	
  represent	
  a	
  “brand”.	
  
Coherence	
  and	
  Consistency	
  

•  The	
  courses	
  evaluated	
  are	
  “templated”	
  within	
  
   D2L	
  in	
  terms	
  of	
  the	
  tools	
  offered	
  by	
  the	
  
   soeware.	
  This	
  is	
  parQcularly	
  true	
  in	
  the	
  first	
  
   two	
  secQons	
  of	
  each	
  course	
  and	
  in	
  how	
  
   courses	
  are	
  laid	
  out	
  in	
  the	
  lee	
  hand	
  navigaQon	
  
   tool	
  	
  
Coherence	
  and	
  Consistency	
  

•  The	
  courses	
  however	
  look	
  and	
  feel	
  very	
  
   different	
  from	
  each	
  other.	
  	
  There	
  appears	
  to	
  
   be	
  a	
  lack	
  of	
  internal	
  consistency	
  across	
  the	
  
   cadre	
  of	
  courses	
  represenQng	
  the	
  system	
  
   “brand”.	
  




                                                     h`p://www.squidoo.com/puppies-­‐ki`ens-­‐thinking	
  
Coherence	
  and	
  Consistency	
  
Coherence	
  and	
  Consistency	
  

•  Each	
  course	
  has	
  good	
  Coherence	
  Validity	
  
   within	
  individual	
  courses.	
  	
  	
  However,	
  this	
  was	
  
   not	
  consistent	
  across	
  the	
  cadre	
  of	
  courses.	
  
Content	
  Management	
  	
  

•  Access	
  to	
  course	
  content	
  is	
  not	
  consistent	
  and	
  
   at	
  Qmes	
  very	
  challenging	
  across	
  courses.	
  A	
  
   common	
  access	
  point	
  and	
  locaQon	
  for	
  all	
  e-­‐
   materials	
  would	
  be	
  helpful	
  
Content	
  Management	
  	
  

•  Each	
  course	
  did	
  a	
  good	
  job	
  of	
  sehng	
  in-­‐course	
  
   expectaQons,	
  but	
  expectaQons	
  for	
  courses	
  
   were	
  not	
  consistent	
  across	
  the	
  cadre	
  of	
  
   courses	
  or	
  the	
  system	
  “brand”.	
  
Content	
  Management	
  	
  

•  The	
  high	
  level	
  structure	
  of	
  the	
  courses	
  
   introduces	
  the	
  student	
  to	
  each	
  course	
  in	
  a	
  
   consistent	
  manner	
  (lee	
  hand	
  navigaQon).	
  	
  
Content	
  Management	
  	
  

•  The	
  first	
  two	
  secQons	
  of	
  the	
  courses	
  serve	
  as	
  
   reference	
  guides	
  on	
  how	
  to	
  use	
  D2L.	
  	
  It	
  is	
  
   helpful	
  that	
  the	
  first	
  two	
  secQons	
  remain	
  
   constant	
  throughout	
  the	
  courses.	
  It	
  might	
  be	
  
   helpful	
  to	
  include	
  a	
  statement	
  for	
  learners	
  
   poinQng	
  out	
  that	
  these	
  secQons	
  remain	
  
   constant	
  throughout	
  the	
  courses.	
  
Engagement	
  

•  From	
  individual	
  learner	
  perspecQve	
  it	
  was	
  
   easy	
  to	
  engage	
  the	
  course.	
  
Engagement	
  

•  There	
  were	
  required	
  group	
  acQviQes.	
  
   However,	
  in	
  general	
  the	
  group	
  acQviQes	
  ask	
  
   students	
  to	
  engage	
  in	
  a	
  group	
  discussion,	
  but	
  
   do	
  not	
  ask	
  them	
  to	
  collaborate	
  in	
  a	
  way	
  that	
  
   works	
  towards	
  consensus.	
  




                                                            h`p://www.ntrf.org/arQcles/arQcle_detail.php?PRKey=13	
  
Engagement	
  

•  InteracQon	
  with	
  assignments	
  should	
  always	
  be	
  
   translaQonal.	
  In	
  other	
  words	
  assignments	
  
   today	
  should	
  inform	
  future	
  pracQce.	
  
   Assignments	
  should	
  help	
  learner	
  understand	
  
   the	
  path	
  to	
  mastery.	
  




                                           h`p://evilspeculator.com/?p=7196	
  
Engagement	
  

•  Group	
  acQviQes	
  in	
  general	
  did	
  not	
  drive	
  
   professional	
  acculturaQon	
  




                      h`p://www.icims.com/blog/category/Employee-­‐Referral-­‐Programs.aspx	
  
Curriculum	
  

•  There	
  is	
  an	
  inherent	
  challenge	
  to	
  a`ending	
  to	
  
   academic	
  freedom	
  (individual	
  Professors	
  and	
  
   Campuses)	
  while	
  also	
  recognizing	
  that	
  these	
  
   courses	
  represent	
  a	
  UW	
  System	
  Brand.	
  
Curriculum	
  

•  The	
  most	
  successful	
  courses	
  outlined	
  
   objecQves	
  clearly	
  and	
  concisely.	
  The	
  best	
  
   examples	
  outlined	
  objecQves	
  in	
  the	
  syllabus	
  
   secQon	
  and	
  again	
  for	
  each	
  secQon/lesson.	
  
Curriculum	
  

•  All	
  of	
  the	
  five	
  courses	
  reviewed	
  are	
  currently	
  
   3-­‐credit	
  courses.	
  However,	
  workload	
  across	
  
   courses	
  seemed	
  inconsistent.	
  




                                                                                      	
  	
  
                                                                    www.mindgenious.com
Curriculum	
  

•  Content	
  for	
  courses	
  did	
  not	
  always	
  seem	
  to	
  
   leverage	
  advantages	
  of	
  online	
  learning	
  
   environments.	
  




                                            New	
  World	
  Clinic	
  &	
  Virtual	
  Heroes	
  
Curriculum	
  

•  It	
  would	
  helpful	
  for	
  learners	
  if	
  the	
  method	
  of	
  
   grading	
  was	
  consistent	
  across	
  all	
  courses.	
  	
  In	
  
   cases	
  where	
  this	
  is	
  not	
  possible	
  a	
  be`er	
  
   explanaQon	
  of	
  the	
  grading	
  procedures	
  would	
  
   be	
  helpful.	
  
Overall…	
  

•  Overall	
  the	
  courses	
  were	
  found	
  to	
  be	
  well	
  
   produced	
  when	
  evaluated	
  individually,	
  but	
  
   there	
  were	
  opportuniQes	
  for	
  improvement	
  in	
  
   areas	
  such	
  as	
  consistent	
  branding,	
  consistent	
  
   workload	
  expectaQons	
  across	
  the	
  courses,	
  and	
  
   universal	
  access	
  to	
  course	
  materials.	
  	
  
References	
  
Bauman,	
  E.	
  (2007).	
  High	
  fidelity	
  simulaQon	
  in	
  healthcare.	
  Ph.D.	
  dissertaQon,	
  The	
  University	
  of	
  Wisconsin	
  –	
  Madison,	
  United	
  States.	
  
    DissertaQons	
  &	
  Theses	
  @	
  CIC	
  InsQtuQons	
  database.	
  (PublicaQon	
  no.	
  AAT	
  3294196	
  ISBN:	
  9780549383109	
  ProQuest	
  document	
  ID:	
  
    1453230861)	
  

Bauman,	
  E.	
  (2010).	
  Virtual	
  reality	
  and	
  game-­‐based	
  clinical	
  educaQon.	
  In	
  Gaberson,	
  K.B.,	
  &	
  Oermann,	
  M.H.	
  (Eds)	
  Clinical	
  teaching	
  strategies	
  in	
  
    nursing	
  educa0on	
  (3rd	
  ed).New	
  York,	
  Springer	
  Publishing	
  Company.	
  

Benner,	
  P.	
  (1984).	
  From	
  novice	
  to	
  expert:	
  Excellence	
  and	
  power	
  in	
  clinical	
  nursing	
  	
  
    	
  prac0ce.	
  Menlo	
  Park,	
  CA:	
  Addison-­‐Wesley.	
  	
  

Benner,	
  P.,	
  Tanner,	
  C.,	
  Chesla,	
  C.	
  (2009).	
  Exper0se	
  in	
  Nursing:	
  Caring,	
  clinical	
  judgment,	
  and	
  ethics.	
  New	
  York:	
  Springer	
  Publishing	
  Company.	
  

Games,	
  I.	
  and	
  Bauman,	
  E.	
  (2011).	
  Virtual	
  worlds:	
  An	
  environment	
  for	
  cultural	
  sensiQvity	
  educaQon	
  in	
  the	
  health	
  sciences.	
  	
  Interna0onal	
  
    Journal	
  of	
  Web	
  Based	
  Communi0es	
  7(2),	
  187-­‐205	
  

Gee,	
  J.P.	
  (2003).	
  What	
  videogames	
  have	
  to	
  teach	
  us	
  about	
  learning	
  and	
  literacy.	
  New	
  York,	
  NY:	
  Palgrave-­‐McMillan.	
  

Khan,	
  B.	
  (2005).	
  Managing	
  e-­‐learning	
  strategies.	
  Hershey,	
  PA:	
  InformaQon	
  Science	
  Publishing.	
  

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

Merriam,	
  S.	
  B.,	
  &	
  Caffarella,	
  R.	
  S.	
  (2007).	
  Learning	
  in	
  adulthood:	
  A	
  compressive	
  guide	
  (2nd	
  ed.).	
  San	
  Francisco:	
  Jossey-­‐Bass.	
  

Schön,	
  D.	
  A.	
  (1983).	
  The	
  reflec0ve	
  prac00oner:	
  How	
  professionals	
  think	
  in	
  ac0on.	
  New	
  York:	
  	
  Basic	
  Books.	
  

Squire,	
  K.	
  (2006).	
  	
  From	
  content	
  to	
  context:	
  Videogames	
  as	
  designed	
  experience.	
  	
  Educa0onal	
  Researcher.	
  	
  35(8),	
  19-­‐29.	
  

Vygotsky,	
  L.	
  (1978).	
  Mind	
  in	
  society.	
  Cambridge,	
  MA:	
  Harvard	
  University	
  Press.	
  
Contact	
  InformaQon	
  


                     Eric	
  B.	
  Bauman,	
  PhD,	
  RN	
  
                 ebauman@clinicalplayground.com	
  


                         David	
  W.	
  Simkins,	
  MS	
  
                        dwsimkins@gmail.com	
  




R.	
  Kyle	
  

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Online Nursing Course Analysis

  • 1. WI  TECNE  -­‐  Year  Five  Conference   eLeaning  in  Nursing   Interface  Design  Analysis  of   Online  Nursing  Courses     Eric  B.  Bauman,  PhD,  RN   David  W.  Simkins,  MS   ©Bauman  &  Simkins  2011   All  Rights  Reserved   .  .  .  .  .  .  .  .  .  .  .              
  • 2. Disclosures/Conflict  of  Interest  &    Professional  AffiliaQons   Eric  B.  Bauman,  RN,  PhD        Managing  Member  –  Clinical  Playground,  LLC    Society  for  SimulaQon  in  Healthcare  (SSH)    InternaQonal  Nursing  Assoc.  for  Clinical  Learning  and  SimulaQon  (INACSL)    Games+Learning+Society   David  W.  Simkins,  MS    David  W.  Simkins,  LLC      Games+Learning+Society    Doctoral  Candidate  University  of  Wisconsin  –  Madison,    School  of  EducaQon   .  .  .  .  .  .  .  .  .  .  .              
  • 4. FuncQonal  DefiniQons   •  Coherence  Validity:  refers  to  whether  or  not   the  evaluaQon  of  student  performance   appears  to  be  based  on  informaQon  presented   in  the  online  course.    In  other  words  does  it   appear  that  student  evaluaQon  flows  from   mastery  of  course  content.  
  • 5. FuncQonal  DefiniQons   •  Flow:  Represents  the  intuiQve  or  logical  nature   of  the  transiQon  of  one  topic  to  another  topic.  
  • 6. FuncQonal  DefiniQons   •  Designed  for  online  Medium:  Good/Poor   Design  for  online  medium  –  versus  inherent   challenges  of  distance  educaQon.  
  • 7. Coherence  and  Consistency   •  In  general  there  is  an  increased  expectaQon   for  coherence  and  consistency  for  online   courses,  parQcularly  in  those  instances  that   have  been  or  are  a`empQng  to  be  organized   to  represent  a  “brand”.  
  • 8. Coherence  and  Consistency   •  The  courses  evaluated  are  “templated”  within   D2L  in  terms  of  the  tools  offered  by  the   soeware.  This  is  parQcularly  true  in  the  first   two  secQons  of  each  course  and  in  how   courses  are  laid  out  in  the  lee  hand  navigaQon   tool    
  • 9.
  • 10. Coherence  and  Consistency   •  The  courses  however  look  and  feel  very   different  from  each  other.    There  appears  to   be  a  lack  of  internal  consistency  across  the   cadre  of  courses  represenQng  the  system   “brand”.   h`p://www.squidoo.com/puppies-­‐ki`ens-­‐thinking  
  • 12. Coherence  and  Consistency   •  Each  course  has  good  Coherence  Validity   within  individual  courses.      However,  this  was   not  consistent  across  the  cadre  of  courses.  
  • 13.
  • 14.
  • 15. Content  Management     •  Access  to  course  content  is  not  consistent  and   at  Qmes  very  challenging  across  courses.  A   common  access  point  and  locaQon  for  all  e-­‐ materials  would  be  helpful  
  • 16. Content  Management     •  Each  course  did  a  good  job  of  sehng  in-­‐course   expectaQons,  but  expectaQons  for  courses   were  not  consistent  across  the  cadre  of   courses  or  the  system  “brand”.  
  • 17. Content  Management     •  The  high  level  structure  of  the  courses   introduces  the  student  to  each  course  in  a   consistent  manner  (lee  hand  navigaQon).    
  • 18. Content  Management     •  The  first  two  secQons  of  the  courses  serve  as   reference  guides  on  how  to  use  D2L.    It  is   helpful  that  the  first  two  secQons  remain   constant  throughout  the  courses.  It  might  be   helpful  to  include  a  statement  for  learners   poinQng  out  that  these  secQons  remain   constant  throughout  the  courses.  
  • 19. Engagement   •  From  individual  learner  perspecQve  it  was   easy  to  engage  the  course.  
  • 20. Engagement   •  There  were  required  group  acQviQes.   However,  in  general  the  group  acQviQes  ask   students  to  engage  in  a  group  discussion,  but   do  not  ask  them  to  collaborate  in  a  way  that   works  towards  consensus.   h`p://www.ntrf.org/arQcles/arQcle_detail.php?PRKey=13  
  • 21. Engagement   •  InteracQon  with  assignments  should  always  be   translaQonal.  In  other  words  assignments   today  should  inform  future  pracQce.   Assignments  should  help  learner  understand   the  path  to  mastery.   h`p://evilspeculator.com/?p=7196  
  • 22. Engagement   •  Group  acQviQes  in  general  did  not  drive   professional  acculturaQon   h`p://www.icims.com/blog/category/Employee-­‐Referral-­‐Programs.aspx  
  • 23. Curriculum   •  There  is  an  inherent  challenge  to  a`ending  to   academic  freedom  (individual  Professors  and   Campuses)  while  also  recognizing  that  these   courses  represent  a  UW  System  Brand.  
  • 24. Curriculum   •  The  most  successful  courses  outlined   objecQves  clearly  and  concisely.  The  best   examples  outlined  objecQves  in  the  syllabus   secQon  and  again  for  each  secQon/lesson.  
  • 25. Curriculum   •  All  of  the  five  courses  reviewed  are  currently   3-­‐credit  courses.  However,  workload  across   courses  seemed  inconsistent.       www.mindgenious.com
  • 26. Curriculum   •  Content  for  courses  did  not  always  seem  to   leverage  advantages  of  online  learning   environments.   New  World  Clinic  &  Virtual  Heroes  
  • 27. Curriculum   •  It  would  helpful  for  learners  if  the  method  of   grading  was  consistent  across  all  courses.    In   cases  where  this  is  not  possible  a  be`er   explanaQon  of  the  grading  procedures  would   be  helpful.  
  • 28. Overall…   •  Overall  the  courses  were  found  to  be  well   produced  when  evaluated  individually,  but   there  were  opportuniQes  for  improvement  in   areas  such  as  consistent  branding,  consistent   workload  expectaQons  across  the  courses,  and   universal  access  to  course  materials.    
  • 29. References   Bauman,  E.  (2007).  High  fidelity  simulaQon  in  healthcare.  Ph.D.  dissertaQon,  The  University  of  Wisconsin  –  Madison,  United  States.   DissertaQons  &  Theses  @  CIC  InsQtuQons  database.  (PublicaQon  no.  AAT  3294196  ISBN:  9780549383109  ProQuest  document  ID:   1453230861)   Bauman,  E.  (2010).  Virtual  reality  and  game-­‐based  clinical  educaQon.  In  Gaberson,  K.B.,  &  Oermann,  M.H.  (Eds)  Clinical  teaching  strategies  in   nursing  educa0on  (3rd  ed).New  York,  Springer  Publishing  Company.   Benner,  P.  (1984).  From  novice  to  expert:  Excellence  and  power  in  clinical  nursing      prac0ce.  Menlo  Park,  CA:  Addison-­‐Wesley.     Benner,  P.,  Tanner,  C.,  Chesla,  C.  (2009).  Exper0se  in  Nursing:  Caring,  clinical  judgment,  and  ethics.  New  York:  Springer  Publishing  Company.   Games,  I.  and  Bauman,  E.  (2011).  Virtual  worlds:  An  environment  for  cultural  sensiQvity  educaQon  in  the  health  sciences.    Interna0onal   Journal  of  Web  Based  Communi0es  7(2),  187-­‐205   Gee,  J.P.  (2003).  What  videogames  have  to  teach  us  about  learning  and  literacy.  New  York,  NY:  Palgrave-­‐McMillan.   Khan,  B.  (2005).  Managing  e-­‐learning  strategies.  Hershey,  PA:  InformaQon  Science  Publishing.   Kolb,  D.  (1984).  ExperienQal  learning:  Experience  as  the  source  of  learning  and  development.    Upper  Saddle  River,  NJ:  PrenQce  Hall.   Merriam,  S.  B.,  &  Caffarella,  R.  S.  (2007).  Learning  in  adulthood:  A  compressive  guide  (2nd  ed.).  San  Francisco:  Jossey-­‐Bass.   Schön,  D.  A.  (1983).  The  reflec0ve  prac00oner:  How  professionals  think  in  ac0on.  New  York:    Basic  Books.   Squire,  K.  (2006).    From  content  to  context:  Videogames  as  designed  experience.    Educa0onal  Researcher.    35(8),  19-­‐29.   Vygotsky,  L.  (1978).  Mind  in  society.  Cambridge,  MA:  Harvard  University  Press.  
  • 30. Contact  InformaQon   Eric  B.  Bauman,  PhD,  RN   ebauman@clinicalplayground.com   David  W.  Simkins,  MS   dwsimkins@gmail.com   R.  Kyle