Dass Susan, Barnieu Joanne, Cummings Paul, Cid Victor
ICF International, Fairfax, Virginia.
National Library of Medicine, Bethesda, MD.
Interserv Ind Train Simul Educ Conf. 2016 Nov-Dec;2016.
The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.
贝塞斯达医院应急准备合作项目发现,有必要为包括事件指挥情况在内的医院应急管理场景设计培训系统。作为该合作项目的一部分,美国国立医学图书馆(NLM)面临一项挑战,即开发一个引人入胜、以学习者为中心的模拟项目,专门针对多种医院角色的高度传染性疾病(HIDs)医院程序。模拟项目选择了严肃游戏方法,因为协作式(多人)沉浸式、基于游戏的模拟已被证明能产生逼真且引人入胜的学习体验,并且如果设计得当,与全面灾难演习相比,在提高培训效果的同时能将成本降至最低(西班牙等人,2013年)。尽管在严肃游戏的设计和评估方面投入了大量研究精力,但在开发完善的教学设计方法以支持严肃游戏开发方面花费的时间较少。那么,如何收集合适的、相关的、情境化的内容,然后使其与严肃游戏设计元素相匹配呢?本文描述了如何使用一种由有声思维协议现场演示支持的认知任务方法,来收集设计一款处理HIDs的严肃游戏所需的丰富的心理运动、程序和认知数据。此外,本文还介绍了一个将收集到的数据转化为有意义内容以支持快速原型制作的过程。本文最后给出了关于严肃游戏数据收集和转化的建议。