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David Chodos1, Eleni Stroulia1, Patricia Boechler2, Sharla King2, Pawel Kuras1,
Michael Carbonaro2, Erik de Jong2
1
{patricia.boechler, sharla.king}@ualberta.ca,
{mike.carbonaro, eadejong}@ualberta.ca
ABSTRACT
General Terms
Design
Keywords
Virtual worlds, medical education
1. INTRODUCTION
Becoming a skilled professional requires both the acquisition of
theoretical knowledge and the practice of skills under the
guidance of an expert. It is through the act of apprenticing with an
expert that a student learns how the theory applies to practice. The
idea of learning-through-apprenticeship is long accepted in
medicine and, more generally, in the health sciences, where
practicum courses are an essential part of most curricula.
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2. RELATED WORK
The issue of using virtual worlds for education and training has
received an increasing amount of attention from the academic
community in recent years, as virtual worlds have become more
well established in both mainstream culture and in educational
institutions. The following sections present a sample of this work,
which indicates both the steadily increasing interest in the topic,
and the variety of approaches that are being taken.
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Two key goals of the training program are teaching EMT students
the procedures that they need to know in order to perform their
jobs effectively, and providing them with the communication
skills necessary to interact with colleagues both within the EMT
field and from a variety of other disciplines, such as ER doctors
and nurses, radio dispatch operators, and other rescue workers,
such as police officers and firefighters.
The EMT and ER personnel need to acquire basic skills, and to
learn medical knowledge. Moreover, procedures must be learned
and correctly applied in unpredictable, high-stress situations.
Finally, they must have the communication skills required to
coordinate their activities with co-workers, hospital staff, other
emergency workers, and others.
3. CASE STUDIES
To investigate the feasibility and utility of delivering virtual
world-based healthcare education, we have undertaken two case
studies. These case studies are drawn from diverse contexts, and
are qualitatively quite different from each other.
The first two areas, basic skills and medical knowledge, are
typically conveyed in a classroom setting and via textbooks.
Procedural training is often conveyed through enacting training
scenarios with a limited number of students and professional
actors playing the roles of accident victims, emergency workers,
hospital staff, and so forth. While these training scenarios offer
life-like experiences for the students, there is a severe limitation
on how many students can participate at any one time.
Furthermore, distance education students are entirely excluded
from this type of training.
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iii.
2.
3.
1.
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the scenarios using their Second Life avatars. Students will use
their avatars to collaboratively develop a patient interview plan,
execute the interview and discuss their groups performance
afterwards. This first version of the Second Life program
represents a removal of the physical presence of the SP, which is
the most salient marker of social presence. The Second Life
sessions will be recorded for use in the development of
subsequent programs.
Two key challenges in the development of the Second Life-based
clinical setting were the elicitation of the course requirements
from instructional staff and the development of the appropriate
tools to enable student communication. These challenges will be
discussed in detail in the following paragraphs.
Another important feature that was missing from Second Life was
the ability to work collaboratively using tools such as a
whiteboard or flipchart. This allows the students to share ideas
with each other, in real time, without leaving the virtual world
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4. ANALYSIS
One lesson that came out of the two case studies is the importance
of a well-established process for designing and implementing a
virtual world-based training system. In developing the EMT
training scenario, a collaborative wiki and a series of prototypes
were used in creating the system. Thus, development of the
system proceeded in continuous consultation with relevant
stakeholders, who were able to offer guidance through wellstructured methods and tools. In the case of the communication
skills course, requirements were communicated through a small
number of meetings with course instructors and the course
coordinator. While this method eventually produced a system that
met the needs of the students and instructors, defining these needs
in a precise, commonly understood manner was a challenge, some
tools went through numerous revisions, and there were some
requirements that were not properly addressed until quite late in
the development of the system. On the whole, using a welldefined process for identifying and clarifying roles and needs, and
defining actions and objects based on those needs, would have
helped in developing clear requirements and effectively designing
and implementing a system based on these requirements.
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5. SOFTWARE ENGINEERING IN
VIRTUAL WORLDS
Wonderland
can
be
deployed
on
the
http://blogs.sun.com/wonderland/entry/elastic_wonderland
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cloud
8. REFERENCES
6. FUTURE WORK
There are several areas of future work that we will be pursuing
over the coming months, to address existing issues, improve the
specification process, explore diverse context areas, and provide
empirical validation of the framework.
Implementing a process in Second Life (SL) poses platformspecific challenges. The limited interaction affordances provided
by SL make it quite challenging, if not impossible, to implement
some types of simple actions (such as picking up or pushing an
object) in a natural, realistic way. Other aspects of the system,
such as its conceptual division of entities into wearable clothing
and non-wearable objects, make other seemingly natural modeling
tasks similarly difficult. Thus, we would like to either a) develop a
consistent SL API which could be used to model processes in a
natural way or b) migrate to another virtual world platform (such
as Wonderland) that provides better native support for the
processes being modeled. Finally, we are planning on conducting
a series of empirical studies of the effectiveness of the EMT/ER
hand-off training scenario. The first phase of this research will be
a small-scale pilot study, currently under way to be followed by a
larger-scale study beginning in the Fall term of 2010.
With regards to the inter-professional communication skills
research project, two areas for future are refining the custom-built
communication tools and pursuing a second phase of the project.
In the second phase of the project, two programs will be
developed that represent further decreases in social presence and
increases in automation: a Blended Second Life program and a
Stand-alone Second Life program. In the Blended program,
students will have Second Life sessions with an SP and Second
Life sessions with an automated character. These automated
characters, referred to as non-player characters, will be
preprogrammed to lead students through several communication
scenarios, providing strategies and prompts throughout. In the
Stand-alone Second Life program, all scenarios will take place
with the automated character.
7. ACKNOWLEDGMENTS
The authors would like to acknowledge the generous support of
iCORE, NSERC, and IBM. We are also grateful to Andrew Reid
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