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Featured Proceedings Papers
Fun and Games: Designing a Gamified Central Venous Catheterization Training Simulator
Tzamaras et al., 2021
Abstract: Gamification, or adding elements of games to training systems, has the potential to increase learner engagement and information retention. However, the use of gamification has yet to be explored in Central Venous Catheterization (CVC) trainers which teach a commonly performed medical procedure with high incidence rates. In order to combat these errors, a Dynamic Haptic Robotic Trainer (DHRT) was developed, which focuses on vessel identification and access. A DHRT+ system is currently under development that focuses on whole procedure training (e.g. sterilization and catheter insertion), including a gamified Graphical User Interface. The goal of this paper was to (1) develop a game-like, patient-centered interface to foster personalized learning and (2) understand the perceived utility of gamification for CVC skill development with expert doctors. This paper outlines some of the potential benefits and deficits of the use of gamification in medical trainers that can be used to drive simulation design.
An Investigation Of Team Inputs, Processes, And Emergent States On Performance In A Spaceship Bridge Simulation
Simonson et al., 2021
Abstract: This investigation serves to provide evidence on the effects of various input variables on intact teams through repeated team performance sessions in a team spaceship bridge simulation (i.e. Artemis). The Input Mediator/Moderator Output Input (IMOI) model provides a systems engineering an approach to understand various team and individual input variables contribution to the development of team processes and emergent states, ultimately leading to a team’s ability to perform together. While various prior research initiatives have served to contribute to the pool of evidence of which input variables are most highly predictive of a team's overall performance, the need for further and recursive input to out-put investigations is needed. Our results indicate perceived team effectiveness and cohesion are significant predictors in team performance and that skill and knowledge of a simulated environment may overshadow team-specific effectiveness indicators as the team gains experience.
Investigating the Learning gains associated with Virtual Reality (VR) Simulations in Photonics Manufacturing Education
Upadhyay et al., 2021
Abstract: Technologies such as Virtual Reality (VR) have gained popularity as an educational and training tool and several studies provide evidence of the advantages of VR in training new skills and procedures. One such area that is gaining popularity in the industry is photonics and the manufacturing of fiber optic preform. This study measures the effectiveness and learning gains associated with VR-based instruction. This study proposes a between-subjects experimental design to compare the performance of students assigned to three learning conditions. Learning gains were measured using the pre and post-test surveys. Perceived ease of use, usefulness, intention to use, and learning outcomes were measured via surveys. The current study proposes to measure the learning gains associated with VR-based instruction in photonics manufacturing to promote the use of such VR simulations in training on procedural tasks in other domains and improve the quality of the learning experience by promoting student engagement.
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