Medical and nursing education: more media attention

One of the advantages of being a regular (daily) observer of virtual worlds news, is you get a fair idea of trends. One growth trend over recent months has been the interest in the health applications of virtual environments.

One of the better pieces of media coverage is one by the Wall Street Journal. It’s well worth the read for anyone after a useful overview of where things are up to. The article is also pretty well balanced, citing the limitations of the approach:

The online world isn’t perfect, though, as Carol Kilmon discovered. An associate professor of nursing at the University of Texas at Tyler, Dr. Kilmon wanted to train students to respond to emergencies such as a man in cardiac arrest or a boy having trouble breathing.

But in early testing, she has run into some hitches. Many students have older computers that can’t support the Second Life system, or live in rural areas with iffy Internet connections. And it takes them a long time simply to master moving around in the virtual world. “They’re not necessarily gamers,” Dr. Kilmon says. Still, she’s pressing ahead.

That sums up the challenges very nicely, but the last sentence is the crucial one. There are hundreds of health professionals who see the potential of immersive virtual worlds for health professional training. It’s those same people who will eventually help the technology become a key aspect of a comprehensive curriculum.

Problem-based learning in Second Life: new resource

A comprehensive new resource has been released by the UK’s University of Derby and Aston University, Titled Best Practices in Virtual Worlds Teaching: A guide to using problem-based learning in Second Life, this 40+ page publication covers a lot of ground in an easy to understand way. It’s available as a free download of a little over 6MB in PDF format.

The pivotal section for me is the one on making problem-based learning work in Second Life, with the succinct message being:

The possibilities for education within Second Life are limitless and one must be careful not to use this resource for the sake of it. Any teaching resources provided within Second Life must be embedded within traditional learning methods and fulfil a direct need within the course. Simply using Second Life for the sake of it will require time and effort from students and staff that is unwarranted and provides no additional benefit. There must be a direct applicable benefit to the material contained within Second Life, so purpose-driven use is advised rather than speculative-use.

As I’ve mentioned previously, the documentation of teaching methods in virtual environments continues to improve, and this document provides a superb overview for those new to the approach. From a health viewpoint, some good examples of Psychology projects undertaken in Second Life are given.

Thanks to Virtual World Watch for the heads-up

Interview – Evelyn McElhinney, Glasgow Caledonian University

kali1 Coming from a nursing background myself, I’m always fascinated by the work going on in virtual environments in regards to nurse education. To some extent it’s a natural fit in that clinical simulation is a pivotal part of the education process for nurses anyway – using virtual environments is simply an extension of recognised practice.

Evelyn McElhinney (SL: Kali Pizzaro) is a Nurse Lecturer in the post-registration department of Glasgow Caledonian’s School of Health. She teaches a number of advanced practice modules including modules within the Nurse Practitioner pathway. She joined the university full time 3 years ago, and was a lecturer/practitioner working in an advanced practice role within the National Health Service prior to that and has worked in a number of acute care areas including anaesthesia.

Evelyn also happens to be active in the use of Second Life in Nurse Practitioner training, so I caught up with her to discuss her work to date and some broader issues around collaboration.

Lowell: From a nursing education viewpoint, what are your key areas of professional interest / research focus?

Kali: Advancing practice, physical examination, clinical simulation, and recently the use of virtual worlds for Nurse Practitioner Education.

Lowell: When you say nurse practitioner, can you define that a little? I’m assuming you mean someone undergoing their undergraduate nursing education?

Kali: Ah no in the UK Nurse Practitioners are Registered Nurses who are advancing their practice. A nurse who takes a history, physical examination, diagnoses, prescribes and treats.

Lowell: Ok, that’s similar to Australia then. So are there particular advantages for using virtual worlds with more experienced nurses like practitioners rather than nursing students?

Kali: The advantages are that they need flexibility as they have competing demands on their time. So any medium that allows for extra practice in a time conducive to them is attractive. However, virtual worlds can do more than the usual virtual learning environment.

Lowell: When did Second Life become a consideration in your work?

Kali: I considered Second Life after seeing a project by one of my colleagues. I had know about it’s existence as the University had a project exploring it’s use for marketing. That was in March this year.

Lowell: Can you describe the work you’re doing in Second Life and how it links to the University’s CU There initiative?

Kali: I am trying to develop a virtual patient which will be used by Nurse Practitioner students to practice history taking. I have also embedded heart sounds into the avatar’s chest to enable the student to link the history to the heart sounds they hear. They must click on the correct anatomical position to hear the sounds. This work links to the CU There project as it fulfills the criteria for use of virtual worlds in education. By creating an AIML bot/bots the students have the flexibilty to practice at any time either as an individual or as a group. I plan to have a number of patients and to build on the sceanrios to create longer problem-based learning scenarios. The bot we use were developed by myself and the School technician Andy Whiteford aka AndyW Blackburn.

Lowell: So what level of work has been required to get the lab to this stage and how much more is involved to get it to where you’d like it to be?

Kali: The clinical skills lab was designed by the CU There team with guidance from the head academic in charge of the simulation lab . The build was done mainly by a computer student who is seconded to the team. There are plans to build an ITU for a scenario for 3rd year students. For my scenario it is mainly me thinking of ways to expand each scenario in alignment with the needs of my students.

Lowell: The most common feedback I’ve gotten from nursing academics is a skepticism on what virtual worlds offer that a well integrated curriculum with comprehensive leraning management tools can’t, that is, aside from the advantage of not needing to get students to a real-world simulation lab, are there other benefits of working in environments like this?

Kali: The immersive environment enables authentic scenarios to be developed. There is also the ability to offer syncrounous text and voice communication, as well as the ability to show the whole class videos etc. We can also simulate things that would be difficult in real life.

Lowell: Is there an example of that you currently use?

Kali: Not at the moment. However, for undegraduates it could be useful for them to be inside a heart or lung to understand the anatomy and physiology. It is also much more interactive than other VLE’s.

Lowell: I suppose that’s the crux of the challenge for nursing educators using virtual environments: convincing others that things have moved beyond the gimmicky, would you agree?

Kali: Yes, you need to show them something that is pedagologically sound, something they can see is useful.

Lowell: On pedagogy, what do you see as the key foundations in your work and in virtual environments more broadly?

Kali and Colin_001Kali: Constructivism and social constructivism are the key learning theories in my work. By linking history and heart and lung sounds to other parts of a clinical scenario, I am building on the students previous knowledge to create new knowledge. People in simulations tend to act the same as they do in real life. The ability to capture the text allows for reflection on the decision-making of this particular group.

Lowell: What has the feedback been from students?

Kali: Positive- they can see they value. They feel they are in the sceanrio. However, it is early days. We have only had a few folk through as a pilot. We will be using it more in the next two semesters.

Lowell: Are there formalised evaluations planned on clinical skills training in Second Life ? Will there be comparative studies on those who used such tools versus those who didn’t and their subsequent outcomes?

Kali: Yes, a number of academics are evaluating their projects and one is plannning to compare in-world and out-of-world simulation. Some of these are through a University scheme, Caledonian Scholars.

Lowell: What’s your take on nursing research in virtual environments internationally? Is it fair to say it’s still very early days?

Kali: Yes, there are a number of good projects. However, it is still in it’s infancy. Simulation seems to be the most popular project.

Lowell: Is there any research completed or underway that has particularly interested you?

Kali: Many projects have impressed me. For example the work of John Miller at Tacoma, the Imperial College in London and the Ann Myers Medical Center. However, any project which is being used by students impresses me. With regards to research most are evaluations, however, my own university has just completed some research into student nurses’ clinical decision making (Dr. Jacqueline McCallum, Val Ness, Theresa Price, Andy Whiteford).

Lowell: Can you discuss what it’s found?

Kali: It’s still in publication, however a lot of what the students said was that they wanted to experience areas they had not been to, and that they also found the scenario exhausting. Interestingly, they did not do a single observation in an hours sceanrio in a busy surgical ward. They also did not know what to do with a patient who was demented and kept leaving the ward. I think they were too busy thinking what to do next, this was despite being prompted to do observations.

Lowell: You raise a very interesting point – perhaps virtual environments make a more natural stage for making errors as there isn’t the stress of the educator looking over their shoulder?

Kali: Maybe, although this sceanrio had educators involved. Although that is the beauty of simulation – make mistakes and no-one dies ;-)

Lowell: For the nurse who has been working in either a hospital or community setting for five years or more, how do you make virtual environments like Second Life an appealing and logical extension of their professional development needs?

Kali: By making the scenarios authentic and as realistic as possible. Also they must be available at all times to ensure maximum flexibility. The student must see the value to be motivated to take part. If they are fun, then great.

Lowell: Do you think Second Life is at a stage of usability that it can achieve that now?

Kali: Not yet in the UK – it is still not widely know as a social tool. However, if it is introduced in education they may see more value, as it helps them to learn.

Lowell: On usability though – it’s still quite a learning curve to actually use, particularly for those not as net-savvy as others?

Kali: Well you could say that about any VLE, and it is really only arrows and clicking. Changing clothes is not mandatory for education. Well, not all education. I think most folks would get it in a short space of time with some guidance.

Lowell: Again specific to nursing, is there any great degree of collaboration going on internationally in regards to projects like these? How do you think nursing faculties could further improve collaboration?

Kali: We are exploring a couple of collaborations. I know Scott Deiner in New Zealand has collaborated with American colleges. However, there is the potential for major collaboration both nationally and internationally. Although you need to have a firm idea about what you want to collaborate on. Also there is still a little bit of folk finding their feet, so to share is still scary methinks.

Lowell: Do you think there’s the critical mass for organised collaborative structures such online journals or other formats for working together?

Kali: There could be, and the Virtual World Watch here has opened up avenues for collaboration by highlighting the people who are involved with virtual worlds, although there is a bit to go.

Lowell: So for a nursing academic looking to integrate virtual environments into their teaching or research, would you have any simple advice?

Kali: Make sure you think about what you want to use it for. Script the scenario and look around at other people’s work to find out what the virtual world is capable of. Also visit educational areas and talk to other academics or join a group. Make sure there is a strong pedagogical structure to your idea and show it to folks when you have something to show!! Seeing is believing.

——–

To view the publicly accessible clinical skills laboratory in Second Life, go here.

World AIDS Day in Second Life

There’s another new health project in development in Second Life – Karuna. It’s The focus is ‘HIV / AIDS education, outreach and support’ and it’s scheduled for launch on December 1st, World AIDS Day.

Partners in the project include AIDS.gov and the University of North Carolina Center for AIDS research, Community Outreach, Dissemination, and Education Office (CFAR). A centrepiece of the initiative will be a Garden of Experience where those dealing with HIV/ AIDS will share their experiences via photos, video, music and poetry.

The agenda for the 1st December (in PST / SL time) is:

  • 10-10:10 – Story to Live By (Jenaia Morane)
  • 10:10-10:20 – AIDS/HIV Support & Experience (Ricken Flow)
  • 10:20-30 – Health in Second Life (Pathfinder Linden)
  • 10:30-10:40 – The HIV/AIDS Pandemic (Ellechim Fizzle)
  • 10:40-10:50 – Karuna: The Grant and the Vision (Carolina Keats )
  • 10:50-11:00 – Questions and Answers
  • 11:10–11:45 – Tours of Karuna
  • 11:45–1:00 – Lunch break
  • 1:00–3:00 – Story writing workshop and posting of stories
  • 5:00-5:15 – Closing Ceremony – Candle of Hope is lit
  • 6:00–8:00 – Dance with live DJ
  • 8:00–9:00 – Music: Live performance by Cylindrian Rutabaga
  • Complacency is one of the key challenges with HIV / AIDS education, particularly in the developed world. Projects like this will hopefully garner some significant mainstream media interest and heighten the awareness of the issue amongst ‘at-risk’ populations – which is pretty much the whole population.

    Find out more about Karuna here and we’ll post a SLURL when it’s available. Thanks to Mal Burns for the heads-up.

    Call for chapter submissions: Serious Games

    If you’ve got an interest in writing on serious games, this may be your thing:

    CALL FOR CHAPTER PROPOSALS
    Proposal Submission Deadline: September 5, 2008
    Serious Game Design and Development: Technologies for
    Training and Learning
    A book edited by Dr. Janis Cannon-Bowers & Dr. Clint Bowers
    University of Central Florida

    Purpose and Goals of the Book
    The use of gaming approaches for more serious purposes is not a new
    phenomenon. Teachers have used board games, memory games, and others in
    classrooms for decades. However, the advent of video gaming
    technologies created a host of opportunities for people to use the
    immersive, interactive, environments provided by such technology to
    deliver pedagogical content in a simulated environment that is thought
    to engender deeper learning in a more entertaining environment.

    The use of video games for serious purposes was largely fostered by the
    US military, which saw the low-fidelity simulation abilities of these
    platforms as a low-cost way to deliver training. Buoyed by successes in
    this market, developers have expanded their activities to a whole range
    of serious applications, including K-12 education, advertising, and
    social change, to name a few. The increasing use of these games has now
    drawn the interest of various disciplines within the scientific
    community, who seek to understand the nature of effective games and to
    provide guidance for how best to harness the power of gaming technology
    to successfully accomplish the more serious goal.

    At this point, several serious games have been fielded, with varying
    levels of success. Many of these games have not been formally
    evaluated, while others have been, but the results have not been
    published. Conversely, scientists are beginning to report results about
    effective game elements, but there is not a clear conduit to get these
    results to the developers who could most use them.

    Our goal, therefore, is to create a volume that seeks to “bridge the
    gap” between development and science. Specifically, we will approach
    leaders in the game development community to share their successes and
    the area where they could benefit from scientific guidance. Similarly,
    we will invite prominent scientists to describe their current findings
    and to provide their input on the future of the field.

    Recommended topics include, but are not limited to, the following:
    Serious Games in K-12 Education
    Serious Games in Postsecondary Education
    Serious Games in Business and Industry
    Serious Games in Training
    Serious Games and Health
    Serious Games as Social Tools
    Research in Serious Games
    Serious Games in the Military
    Serious Games and Communication

    Submission Procedure
    Researchers and practitioners are invited to submit on or before
    September 30, 2008 , a 2-3 page chapter proposal clearly explaining the
    mission and concerns of his or her proposed chapter. Authors of accepted
    proposals will be notified by November 30, 2008 about the status of
    their proposals and sent chapter guidelines. Full chapters are expected
    to be submitted by February 1, 2009. All submitted chapters will be
    reviewed on a double-blind review basis. This book is scheduled to be
    published by IGI Global (formerly Idea Group Inc.), publisher of the
    “Information Science Reference” (formerly Idea Group Reference)
    and “Medical Information Science Reference” imprints. For additional
    information regarding the publisher, please visit www.igi-global.com.

    Inquiries and submissions can be forwarded electronically (Word
    document or pdf) to:
    Dr. Clint Bowers
    Department of Psychology
    University of Central Florida
    Orlando, FL 32801

    sgbook@me.com

    Obesity Research at University of Houston

    I came across a press release from the University of Houston about a health challenge being run entirely in Second Life. If you’re interested in earning some Linden dollars and learning something at the same time, sign up in-world.

    I had a quick look around and it’s an interesting set up. The full details:

    International Health Challenge seeks participants for obesity prevention research
    The University of Houston department of health and human performance is launching an international effort to recruit 500 participants for a study promoting healthy dietary habits and physical activity. The study will take place entirely in the virtual world of Second Life (SL).

    The project is part of the UH Texas Obesity Research Center’s (TORC) International Health Challenge, and offers an enjoyable way for participants to learn about preventing and treating obesity through education, skills training and outreach.

    “This is an excellent opportunity to learn and practice these new behaviors in a virtual environment and in real life,” said Rebecca Lee, associate professor and director of TORC. “It’s also a great place to meet other avatars and share information and experiences.”

    The TORC International Health Challenge in Second Life will provide opportunities for avatars to earn Lindens—the currency of Second Life—for walking on treadmills, riding bikes and trying new fruits and vegetables in Second Life. Participants compete to earn “Challenge Points” for their healthy behaviors. The country team that earns the most Challenge Points will win the International Health Challenge. Materials will be available in English, French and Spanish.

    TORC was an awardee of the University of Southern California-Annenberg School for Communication’s Network Culture Project: Second Life and the Public Good Community Challenge. TORC will develop space in Second Life, create games and interactive learning opportunities and reward avatars when they join the International Health Challenge and participate in health behaviors in Second Life.

    “We hope to develop multi-national collaborations in SL to increase awareness, knowledge, skills and support for healthy living,” Lee said. “Reducing obesity is an international priority, and SL provides a portal to an international community.” Lee has conducted extensive research on the subject of obesity, in particular the neighborhood factors that may lead to obesity, such as availability and quality of fresh produce, and the quality and quantity of physical activity resources available in neighborhoods.

    If you’re going to join on of the country groups, we’d love to hear from you.

    Check it out in-world.