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The Interservice/Industry Training, Simulation, and Education Conference : I/ITSEC. Interservice/Industry Training, Simulation, and Education Conference最新文献

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Using Non-immersive VR Simulations in Conjunction with Priming to Enhance Conceptualizing Radiation and Risk. 使用非沉浸式 VR 模拟结合启发式教学,增强辐射和风险的概念化。
Angela Leek, Nir Keren, Andrew Lawson, Aidan Webster

Radiation is present daily and used throughout many industries for beneficial purposes. Safety professionals and workers need a general understanding of radiation identification techniques and associated risks to manage the work environment with radiation protection practices. This is especially important in workplaces where the radiation source is ancillary to the primary activities of the industry. The elusive nature of radiation makes learners understanding in an educational setting a challenge. Furthermore, delivering a hands-on experience to support learning and training of radiation, its assessment, and protection measures is quite difficult, given its hazardous nature. Virtual reality, even using non-immersive environments, offers significant benefits through simulating sources of radiation. A non-immersive simulator titled AssessRadVR, facilitated the radiation experience and presented dynamically the effects of the trainees' interactions with shielding materials, detection equipment, and the working environment. Yet, interaction with simulation alone may not trigger effective encoding of these critical aspects in long-term memory. This paper discusses using the AssessRadVR simulator in conjunction with a procedure for subliminally priming the long-term memory encoding to enhance radiation's activated representation. Students in an introductory industrial hygiene class were divided into two groups and primed with either alarming or non-alarming words following the Bargh, Chen, & Borrows procedure (1996). Results demonstrated that students primed with alarming words were more open to objectively evaluating the radiation sources due to their overall perception that the risk was manageable. Why is this of interest to the community: The results provided that even with limited prior knowledge in radiation, after engaging with the simulator, most students were able to recognize and apply radiation principles, which indicates they could apply key principles in a real-world radiation workplace. Further, the impact of activating with alarming words led to a statistically significantly higher perception that working in the radiation environment was manageable.

辐射每天都在发生,并被许多行业用于有益的目的。安全专业人员和工人需要对辐射识别技术和相关风险有一个总体的了解,以便通过辐射防护实践来管理工作环境。这对于辐射源是行业主要活动的附属品的工作场所尤为重要。辐射难以捉摸的特性使得学习者在教育环境中理解辐射成为一项挑战。此外,考虑到辐射的危险性,提供亲身体验来支持辐射、辐射评估和防护措施的学习和培训是相当困难的。虚拟现实技术,即使使用非沉浸式环境,也能通过模拟辐射源带来显著的好处。名为 AssessRadVR 的非沉浸式模拟器可促进辐射体验,并动态展示受训人员与屏蔽材料、检测设备和工作环境的互动效果。然而,仅靠模拟互动可能无法在长期记忆中对这些关键环节进行有效编码。本文讨论了将 AssessRadVR 模拟器与潜意识引导长期记忆编码的程序结合使用,以增强辐射的激活表征。工业卫生入门班的学生被分为两组,按照 Bargh、Chen 和 Borrows(1996 年)的程序,用警报词或非警报词进行诱导。结果表明,使用警报词的学生更愿意客观地评估辐射源,因为他们总体上认为风险是可控的。为什么社会对此感兴趣?研究结果表明,即使事先对辐射知识了解有限,在使用模拟器后,大多数学生也能认识和应用辐射原理,这表明他们可以在真实世界的辐射工作场所应用关键原理。此外,用警示语激活的影响使学生在辐射环境中工作的可控性明显提高。
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引用次数: 0
A Cognitive Task Analysis for an Emergency Management Serious Game. 一个应急管理严肃游戏的认知任务分析
Susan Dass, Joanne Barnieu, Paul Cummings, Victor Cid

The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

贝塞斯达医院应急准备伙伴关系确定需要为医院应急管理方案设计培训系统,包括事故指挥情况。作为这一合作伙伴关系的一部分,国家医学图书馆(NLM)面临的挑战是开发一种引人入胜的、以学习者为中心的模拟,专门针对多种医院角色的高度传染性疾病(HIDs)的医院程序。我们选择了一种严肃的游戏方法进行模拟,因为协作(多人)沉浸式、基于游戏的模拟已被证明可以产生逼真的、引人入胜的学习体验,如果设计得当,可以增强训练,同时与全面的灾难演习相比,将成本降至最低(西班牙等人,2013年)。尽管在严肃游戏的设计和评估方面投入了大量的研究工作,但在开发支持严肃游戏开发的合理教学设计方法上投入的时间却很少。那么,如何收集适当的、相关的、情境化的内容,然后与严肃的游戏设计元素相结合呢?本文描述了一种认知任务方法是如何通过现场演示和有声思考协议来收集丰富的精神运动、程序和认知数据,这些数据是设计一款处理hid的严肃游戏所必需的。此外,本文还提出了一个将收集到的数据转化为有意义的内容的过程,以支持快速原型设计。关于严肃游戏的数据收集和翻译的建议结束了论文。
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引用次数: 0
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The Interservice/Industry Training, Simulation, and Education Conference : I/ITSEC. Interservice/Industry Training, Simulation, and Education Conference
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