Two methods of assessing senior chemical engineering student ethical decision making in a process safety context were developed; the case-study-based Engineering Process Safety Reasoning Instrument (EPSRI) and a digital immersive environment entitled Contents Under Pressure. Both interventions had similar ethical and process safety decision prompts, but were presented in different manners; the EPSRI as a traditional electronic survey, and Contents Under Pressure as a digital immersive environment (“game”). 148 chemical engineering seniors at three institutions responded to both interventions and responses were compared. Student responses to the traditionally formatted EPSRI revealed most students applied post-conventional reasoning, which is uncommon for students in their age range. This suggests that students are aware of the ethical framing of the instrument, and answer accordingly with the perceived “right” response. Student responses to Contents Under Pressure showed significant differences from the EPSRI, including more typical conventional responses. These results suggest that the authenticity of the digital environment can produce more realistic student responses to ethical and process safety dilemmas. Situating ethical and process safety instruction within this type of educational intervention may allow students to gain insight on their ethical decision making process in a safer, low-risk environment.
Neurological Assessment Using a Physical-Virtual Patient (PVP)
Background. Simulation has revolutionized teaching and learning. However, traditional manikins are limited in their ability to exhibit emotions, movements, and interactive eye gaze. As a result, students struggle with immersion and may be unable to authentically relate to the patient. Intervention. We developed a new type of patient simulator called the Physical-Virtual Patients (PVP) which combines the physicality of manikins with the richness of dynamic visuals. The PVP uses spatial Augmented Reality to rear project dynamic imagery (e.g., facial expressions, ptosis, pupil reactions) on a semi-transparent physical shell. The shell occupies space and matches the dimensions of a human head. Methods. We compared two groups of third semester nursing students (N=59) from a baccalaureate program using a between-participant design, one group interacting with a traditional high-fidelity manikin versus a more realistic PVP head. The learners had to perform a neurological assessment. We measured authenticity, urgency, and learning. Results. Learners had a more realistic encounter with the PVP patient (p=0.046), they were more engaged with the PVP condition compared to the manikin in terms of authenticity of encounter and cognitive strategies. The PVP provoked a higher sense of urgency (p=0.002). There was increased learning for the PVP group compared to the more »
- Award ID(s):
- 1800961
- Publication Date:
- NSF-PAR ID:
- 10343463
- Journal Name:
- Simulation & Gaming
- Volume:
- 51
- Issue:
- 6
- Page Range or eLocation-ID:
- 802 to 818
- ISSN:
- 1046-8781
- Sponsoring Org:
- National Science Foundation
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