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
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