NONPF 38th Annual Conference
Technology as a tool for teaching decision-making: Development of a virtual clinic in Second Life
Technology as a tool for teaching decision-making: Development of a virtual clinic in Second Life
Simulation is a standard method of allowing students to practice cognitive and behavioral skills in a safe environment. The Institute of Medicine (2002) calls for innovation in health care professional education and supports the use of technology in teaching the health care providers of the future. Technology based simulation, such as Second Life, has the potential to provide clinical practice simulations for students. Web-based virtual environments are constructed settings with the functionality to accommodate case based scenarios or real time interaction. This presentation will provide an overview and evaluation of the development of a web-based virtual environment in Second Life using case-based educational experiences.
The goal of the project was to provide family nurse practitioner students with decision-making opportunities in pediatrics. Pediatric case scenarios were chosen due to a need identified for additional exposure to pediatric patients by NP students. Analysis began with a comparison of the perceived educational needs versus the virtual possibilities. The academic development team consisted of an instructional technologist, two NP faculty members and the director of Academic Instructional Support Services. The NP faculty members served as subject matter experts in the design and development process. Initially, the services of university virtual designers were used to construct the physical environment for the clinic. Additional virtual programming services were externally contracted to provide functionality to the environment and case based scenarios. Cost was determined primarily based on the interactive components of the scenarios. Programmer time and virtual capacity were weighed against educational integrity. Ongoing negotiation was needed with the virtual designers to focus the educational outcomes of the scenarios rather than the technology. Challenges include the capabilities and limitations of the virtual environment, the creation of the pediatric cases, and the students' ability to access and navigate the virtual environment.