Nursing Informatics and Education Notes

Nursing Informatics and Nursing Education

  • Nursing Informatics and Nursing Education

  • Evolution of Learning Management Systems (LMS)

  • Next Generation Digital Learning Environment (NGDLE)

  • Delivery Modalities

  • Technology Tools Supporting Education

  • Simulation, Game Mechanics, and Virtual Worlds in Nursing Education

Flipped Classroom

  • Traditional vs. Flipped Classroom:

    • Traditional: Lecture and homework activities.

    • Flipped: Homework and activities in class.

  • Traditional Classroom Process:

    • Lecture first.

    • Assign homework.

    • Complete homework at home.

  • Flipped Classroom Process:

    • View instructional videos/podcasts at home.

    • Complete quick assessments for teachers to gauge understanding.

    • Do schoolwork in class with teacher and peer support and one-on-one help.

Knowledge Acquisition and Sharing

  • Four types of interactions in Web-enhanced courses:

    1. Learner-learner.

    2. Learner-content.

    3. Learner-instructor.

    4. Learner-interface.

  • When Web enhanced, these interactions include online chats, forum discussions, participation in electronic mailing list groups, instant messaging, blogging, and the use of email, all of which ask the student to engage, digest, use, and disseminate information in new ways.

History of e-Learning

  • 1924: The first "Testing Machine."

  • 1954: The first "Teaching Machine."

  • 1960: Computer Based Training.

  • 1966: C.A.I in schools.

  • 1969: Arpanet Heralds Internet.

  • 1970: Computer Mouse and G.U.I.

  • 1980s: PCs Begin with the first MAC.

  • 1990s: Businesses adopt e-Learning.

  • 2000s: The first "Digital Native".

  • 2010+: Social, Online Learning

Evolution of Learning Management Systems (LMS)

  • Shift from technology to user-centeredness.

  • Traditional vs. New-Age LMS

What is an LMS?

  • LMS (Learning Management System): A software application that helps with the management of digital training content.

    • Learning: A single repository for all learning material, accessible 24/7.

    • Management: A system for managing training processes like user registrations and course assignments for both eLearning and in-class sessions.

    • System: Automates tasks such as tracking learner activities, processing stats, generating reports, grading assessments, and awarding certificates.

  • The global LMS market is expected to grow from 13.413.4 billion to 25.725.7 billion by 2025.

Modern LMS

  • The modern LMS is designed to meet the demands of the modern learner and support the training needs of a global workforce.

  • Features of a Modern LMS:

    • Delivers a wide variety of training material in different formats.

    • Gamifies the LMS with badges, points, and leaderboards to drive learner motivation.

    • Hosts chat rooms and messaging forums for learner collaboration.

    • Facilitates learning on-the-go in informal environments.

    • Offers reporting and tracking to provide insights into learner progress and the impact of training.

    • Leverages tracking data to provide personalized learning paths based on job roles and existing knowledge.

LMS Features for 2021

  • Remote Capable

  • Content Libraries

  • Content Type

  • Mobile Is a Must

  • The Right Dashboard

  • Supporting Materials

  • Powerful Automation

  • Being Social

  • Making a Decision

Shift in Higher Education

  • Moving away from traditional emphasis on the instructor to a focus on learning and the learner.

  • Experimenting with a variety of course models instead of a standard form factor.

Next Generation Digital Learning Environment (NGDLE)

  • Emerging needs: interoperability, personalization, analytics, advising, learning assessment, collaboration, accessibility, and universal design.

  • "Lego" approach: NGDLE-conforming components are built to allow individuals and institutions to construct learning environments tailored to their requirements and goals.

NGDLE Components

  • Interoperability

  • Personalization

  • Analytics, Advising, and Learning Assessment

  • Collaboration

  • Accessibility and Universal Design

  • Content Discovery/Creation

  • Course Material Delivery

  • Data Warehouse

  • Learning Analytics

  • Assessment Applications

  • Adaptive Learning Applications

  • Dashboards

  • Degree Progress System

  • Social Networking

  • Competency Based Learning Applications

  • College Specific Learning Tools

Delivery Modalities

  • Technology-savvy students from the millennial age demand instant information delivered in an entertaining fashion.

  • Nursing departments are facing an increase in student enrollment and a corresponding growth in faculty.

  • New nursing faculty bring significant clinical experience, but may have underlying tension and unfamiliarity with technologic advances, outcomes-based accreditation initiatives, and teaching itself.

Digital Skills for Teachers

  • Find and evaluate authentic Web-based content.

  • Create visually engaging content.

  • Set up a digital presence for your class (e.g., blog, wiki, website, etc.).

  • Leverage the power of social media for professional-development purposes.

  • Create, edit, and share digital portfolios.

  • Use Web tools to incorporate learning concepts such as game-based learning, project-based learning, flipped learning, mobile learning, inquiry-based learning, etc.

  • Know how to effectively search the Web.

  • Curate and share educational resources.

  • Create, edit, and share multimedia content.

  • Create PLNs to connect with other educators.

Learning Spaces

  • Spaces in academia are no longer defined by a class or its content but by the learning the class is trying to promote.

  • Learning spaces should support multiple modes of learning and delivery, including reflection, discussion, and experience, and should facilitate face-to-face and online interaction within and beyond classrooms.

  • Innovative delivery supports learning activities rather than standing independently of them.

Delivery Methods

  • Face-to-Face Delivery

  • Online Delivery

  • Hybrid or Blended Delivery

  • Competency-Based Learning

Technology Tools Supporting Education

  • Technologies are attempting to meet the needs of members of the Net Generation or Millennial Generation, who are connected, digital, experiential, and social learners.

  • Visual media are now the vernacular of this highly digital culture.

Examples of Technology Tools:

  • Tutorials

  • Case Scenarios

  • Portfolios

  • Simulations

  • Virtual Reality

  • Digital Books (eBooks)

  • Webcasts and Webinars

  • Searching

  • Instant Messaging

  • Chats and Online Discussions (Blogs)

  • Electronic Mailing Lists

  • Podcasts: Audiopods and Videopods

  • Multimedia

Active and Collaborative Learning

  • A collaborative, student-centered approach uses the best tenets of inductive teaching by imposing more responsibility on students for their own learning.

Elements for Successful Collaborative Learning

  1. Face-to-face interaction between students, allowing them to build on one another’s strengths

  2. Mutual learning goals that prompt students to exhibit positive interdependence

  3. Equal participation in the work process and personal accountability

  4. Regular debriefing sessions as a group after meetings or presentations during which time feedback is shared and observations analyzed

  5. Use of cooperative group process skills learned in the classroom

Knowledge Dissemination and Sharing

  • Networking

  • Presenting and Publishing

  • Continuing Education and Recertification

The Future of EdTech

  • Virtual reality–embedded education offers the potential for interdisciplinary inquiry and sharing across the curriculum, university, and globally.

  • Makerspaces are labs provided on university campuses (and in some healthcare institutions) to allow students and healthcare workers to experiment with developing new technologies or modifying existing technologies and equipment to better fit needs.

Summary

  • Nursing education is evolving and will be structured by competency achievement and supported by technologies.

  • Nurses should take proactive roles in helping to design the education and technologies necessary best to prepare them for real-world scenarios.

  • Technology performs only as well as the pedagogy that undergirds and sustains it.

  • Plan for and use technology with care so that its best features consequently enrich your experiences as an educator or learner.

Simulation, Game Mechanics, and Virtual Worlds in Nursing Education

  • Simulations are imitations of real-life events or circumstances used to replicate a clinical scenario to provide an opportunity for practice in a mock situation.

  • Can be done via role play, web-based applications, with manikins (latex-based simulation), or virtual simulation in a virtual world.

  • A simulator is a mechanical or electronic device that provides an environment in which a simulation can occur.

  • Simulated documentation refers to any simulated electronic format or electronic health record (EHR) that is accessed and used by the learner to actually document simulated nursing care for educational purposes.

  • A simulation scenario is a situation or case developed in a simulation setting to mimic an actual practice situation.

  • A game is a structured activity undertaken for enjoyment.

  • Edutainment is the combination of “education” and “entertainment”; that is, when we make learning fun.

  • Game mechanics are the rules, instructions, directions, and constructs that the learner interacts with while playing the game.

  • Gameplay is how the learner interacts with or plays the game.

Simulation in Nursing Informatics

  • A simulation recreates a real-life set of conditions or events with as much fidelity as possible.

  • Simulations develop cognition (learning-to-know skills), ethics and roles (learning-to-be skills), and application capabilities (learning-to-do skills).

  • Unlike games, simulations are not necessarily designed to be fun.

Simulation Components: PEDA

  • Simulations contain four major components: pre-brief, enactment, debrief, and assessment (PEDA)

  • Every simulation should have these elements in order to prepare and assess students while also facilitating learning through doing and reflection.

  • The most important translational PEDA component is the debrief.

Pre-Brief

  • The student receives the simulation information: goal, educational outcomes, and related course/program outcomes.

  • The simulation should be explained and focused for the student.

  • They should know how to prepare for the activity and be told what is expected, provided with the background necessary to be able to fully enact their role in the activity, and given specifics about how they will be assessed.

  • They must also be provided with the timeframe within which the simulation must be completed.

Enactment

  • The simulation area is prepared to facilitate the activity.

  • The student enacts the role assigned and/or completes their assigned activities during the established timeframe.

Debrief

  • Debriefing is “a student-centered discussion during which the participants and observers reflect on performance during the scenario and make recommendations for future practice”

  • The debriefing can be done one-on-one and/or with entire teams.

  • Faculty can help students during and after their activities by focusing on breakdowns and areas of growth to hone future learning episodes.

  • Following the completion of each activity, it is important to:

    1. Answer student questions.

    2. Address student perspectives, perceptions, and concerns.

    3. Emphasize and reinforce specific learning outcomes.

    4. Create authentic linkages to the “real world.”

    5. Assess student learning: What did they learn?

    6. Validate what they learned.

Assessment

  • The student should be provided with a detailed explanation of how they will be assessed and graded that relates to the goal, educational outcomes, and if applicable, course/program outcomes.

  • Detailed rubrics are recommended.

  • The assessment process must be shared during pre-briefing.

  • If the activity is not being graded, a self-assessment should be provided for the students so they know how to evaluate their own performance.

Game Mechanics and Virtual World Simulation for Nursing Education

  • An educational game—one designed for learning—is a subset of both play and fun, and is sometimes referred to as a “serious game” (Zyda, 2005).

  • It is a melding of educational content, learning principles, and computer games that should emphasize the value of the experience.

  • The flow of an educational game may be under the designer’s control more than a noneducational game, and feedback should be used to stress competency, not just achievement.

  • In role-playing games, the player takes on the role of one or more characters and improves them while progressing through a storyline.

  • Role-playing games are an excellent way for nursing educators to guide students through any situation where a sequenced step-by-step introduction to the parts of the job or skill is required.

Game Mechanics Defined

  • Game Mechanics are defined as "the rules, instructions, directions, and constructs that the learner interacts with while playing the game."

  • Games should be fun to play and light-hearted.

Virtual Worlds

  • Virtual Worlds are three dimensional environments in which one appears as an avatar and can interact with others.

  • Virtual worlds usually have no set goals or competition.

  • They are used for exploratory learning and social interaction.

Current Trends in Simulation

  • Red Bird Flight Simulator: simulates an actual air medical helicopter.

  • BodyExplorer: combines virtual reality with physical reality, providing "x-ray vision" views of anatomy, physiology, and clinical procedures.

  • Microsoft HoloLens: a "mixed reality" device that allows viewing high-definition holograms of the human body.

  • ShadowHealth: a digital clinical experience in which student nurses interact with virtual patients.

  • CliniSpace: a web-based 3-dimensional representation of a health care setting.

  • VSim: Allows practicing cognitive nursing skills by assessing the patient, view orders, give medications and apply nursing interventions.

  • The DynaPatient i: a Pathophysiology Model with Realistic Reactions to Learner YouTube

Impact on Nursing Education

  • Pros:

    • Teachers and students take part in the construction of knowledge

    • Realistic context

    • Safe and controlled environment

    • Improve self-confidence

    • Immediate feedback

    • Interactive environment to practice

    • Increased knowledge

  • Cons:

    • Simulations may lack efficient feedback mechanisms

    • Too complex systems may detract from data retrieval and documentation

Cost Considerations

  • Ease of use for the instructor and learner

  • Technical support from the vendor

  • Time to build or develop the patient database

  • Additional simulation materials included with the package

  • Flexibility of the system to be customized and used as a stand-alone tool or in the setting of a full scale simulation scenario

  • Overall fidelity or realism

Clinical Implications

  • Simulations contribute to patient safety by promoting changes in attitude and a significant reduction of adverse effects

  • Simulations promote developing clinical reasoning thus promoting safe nursing care

  • Development of competencies related to leadership and management skills

  • Increased Collaboration skills

Future Growth and Predictions

  • Simulations, games, and virtual worlds are a great contribution to the body of nursing education knowledge and improve nursing education.

  • With the continues development of the technology and educators skills of nursing informatics, these educational tools can augment, supplement or even replace traditional methods of teaching in the future.