[Draft] A Computing User Experience Analysis of a Medical Learning Simulation 18/11/2023
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Anthony Basiel anthony.basiel@solent.ac.uk
In collaboration with: Mike Howarth michael.howarth@mhmvr.co.uk, Louise Morrell louise.morrell@solent.ac.uk, Joelle Salje joelle.salje@solent.ac.uk
Abstract
Healthcare learning simulations have grown and matured over the past 40 years on substantive and methodological grounds and looks to be increasing in the future. This small pilot study suggests a well-organised project can assess the usability of a simulation with a limited sample size, conducted over five weeks and with zero budget. This investigation asks, ‘What is the impact on the confidence level of healthcare workers (Nursing students) using learning simulations? Can computing science user experience testing techniques be used to generate evidence to validate the conclusions? A computing science user experience (UX) 5-part Sprint methodology was used to collect evidence from 30 undergraduate Nursing students who used an online 2D medical learning simulation. This cross-discipline project synthesised a variety of technologies and tools to collect data to inform the design of possible improvements to the UX design of the simulation. UX tests were performed to provide evidence on the Nursing students’ experience. Although there was not enough time to validate improvement on the Nurses’ knowledge and skills related to the simulation scenarios, the conclusion is that using the UX modified online medical learning simulation did have a positive impact on the Nurses’ confidence level. Further research is recommended to explore the use of Augmented Reality and 3D Virtual Reality rooms to promote the development of next generation simulation solutions.
Summary Discussion
The research questions: ‘Is there an impact on the confidence level of healthcare workers (Nursing students) using an online learning simulation?’ Can computing science user experience testing techniques be used to generate evidence to validate the conclusions?’ were addressed in this study using both a case study approach and a user experience 5-part sprint methodology to collect data from the stakeholders. Academic and market research provided secondary data to provide a theoretical foundation and commercial context to the use of the 2D OMS platform. A user journey map was generated by each group to follow the path of the Nurses as they did a specific task in the simulation. This process helped to identify specific areas the learners found difficult. High fidelity interactive prototypes were designed, developed and tested. Survey results indicated that the use of the online medical simulations did have a positive influence on the confidence level of the Nursing student participants. Further study is encouraged to measure the impact on knowledge and skill levels of healthcare workers. The use of 360* augmented reality cameras for debriefing circles after learning simulations have been done is another area for research and development. Finally, learning simulations are not confined to 2D screens or virtual reality headsets. 3D immersive rooms have opened learning to provide a new level of learning simulations. Research into the technology and pedagogy provided in this study sets a path to educating our next generation.
See the full draft paper at https://drive.google.com/file/d/1mv2bXFLG1hLfeopmt-dImOI_NdzgIUJr/view?usp=sharing
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