59 research outputs found
Recent Advances In Scenario-Based Training For Medical Education
Purpose of review: To summarize recent thinking about how to best design simulations and other virtual environments in medical education and training. Recent findings: On the basis of work done in a military context, I describe an approach to scenario-based training and provide a conceptual framework in which developmental activities can be organized. This approach emphasizes the linkages among learning objectives, scenario events, performance measures, instructional strategies and feedback in creating effective scenario-based training. Summary: In presenting this framework, I hope that medical educators and practitioners can have a deeper appreciation for how to best design and implement scenario-based training. © 2008 Wolters Kluwer Health | Lippincott Williams & Wilkins
Optimizing Learning In Surgical Simulations: Guidelines From The Science Of Learning And Human Performance
Simulation-based training is rapidly becoming an integral part of surgical training. However, the effectiveness of this type of training is as dependent on the manner in which it is implemented and delivered as it is on the simulator itself. In this article, the authors identify specific elements from the science of learning and human performance that may assist educators in optimizing the effects of simulation-based training. These elements include scenario design, feedback, conditions of practice, and others. Specific guidelines for simulation-based surgical training are provided. © 2010 Elsevier Inc
The Science Of Training: A Decade Of Progress
This chapter reviews the training research literature reported over the past decade. We describe the progress in five areas of research including training theory, training needs analysis, antecedent training conditions, training methods and strategies, and posttraining conditions. Our review suggests that advancements have been made that help us understand better the design and delivery of training in organizations, with respect to theory development as well as the quality and quantity of empirical research. We have new tools for analyzing requisite knowledge and skills, and for evaluating training. We know more about factors that influence training effectiveness and transfer of training. Finally, we challenge researchers to find better ways to translate the results of training research into practice
Video Game Self-efficacy and its Effect on Training Performance
This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance
Machinima
Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction
Machinima And Video-Based Soft-Skills Training For Frontline Healthcare Workers
Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction
The impact of cross-training and workload on team functioning: A replication and extension of initial findings
Although previous research has shown that cross-training team members improves team performance, a number of questions remain concerning the nature of cross-training. The current study provides an extension of previous cross- training research by investigating two theoretical issues: the nature of cross-training and the joint impact of cross-training and workload on team functioning. The study examined 40 three-person teams performing a simulated radar task. Results indicated that positional rotation was an effective cross-training method for highly interdependent tasks, that cross-trained teams developed a greater degree of interpositional knowledge than did teams that were not cross-trained, and that cross-training was important only under high-workload performance conditions. The current study suggests that the type of cross-training necessary to improve team performance may be related to the nature of the task and that cross-training may be effective in allowing teams to coordinate implicitly - that is, without the need to communicate overtly. Taken together with previous work, the results of this study indicate strong support for the efficacy of cross-training as a means to help teams perform well. Potential applications of this research include training for military, medical, and aviation teams
Team Performance In Automated Systems
The tremendous increase in automated systems in the workplace seems to have caught the behavioral sciences unprepared. Despite the almost common place use of automated systems in a variety of occupations, there is only a small body of literature that has discussed the effects of these systems on performance. In fact, it is only recently that social scientists have turned their attention to this important aspect of performance (cf. Mouloua & Parasuraman, 1994). Consequently, the need to understand the degree to which automation affects human performance in complex systems is becoming an urgent topic for applied scientists
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