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Sökning: LAR1:hb > Högskolan i Skövde > Engström Henrik

  • Resultat 1-7 av 7
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1.
  • Andersson Hagiwara, Magnus, et al. (författare)
  • Measuring participants’ immersion in healthcare simulation : the development of an instrument
  • 2016
  • Ingår i: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 2016:1
  • Tidskriftsartikel (refereegranskat)abstract
    • BackgroundImmersion is important for simulation-based education; however, questionnaire-based instruments to measure immersion have some limitations. The aim of the present work is to develop a new instrument to measure immersion among participants in healthcare simulation scenarios.MethodsThe instrument was developed in four phases: trigger identification, content validity scores, inter-rater reliability analysis and comparison with an existing immersion measure instrument. A modified Delphi process was used to develop the instrument and to establish validity and reliability. The expert panel consisted of 10 researchers. All the researchers in the team had previous experience of simulation in the health and/or fire and rescue services as researchers and/or educators and simulation designers. To identify triggers, the panel members independently screened video recordings from simulation scenarios. Here, a trigger is an event in a simulation that is considered a sign of reduced or enhanced immersion among simulation participants.ResultsThe result consists of the Immersion Score Rating Instrument (ISRI). It contains 10 triggers, of which seven indicate reduced and three enhanced immersion. When using ISRI, a rater identifies trigger occurrences and assigns them strength between 1 and 3. The content validity analysis shows that all the 10 triggers meet an acceptable content validity index for items (I-CVI) standard. The inter-rater reliability (IRR) among raters was assessed using a two-way mixed, consistency, average-measures intra-class correlation (ICC). The ICC for the difference between weighted positive and negative triggers was 0.92, which indicates that the raters are in agreement. Comparison with results from an immersion questionnaire mirrors the ISRI results.ConclusionsIn conclusion, we present a novel and non-intrusive instrument for identifying and rating the level of immersion among participants in healthcare simulation scenarios.
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2.
  • Backlund, Per, 1964-, et al. (författare)
  • Breaking Out of the Bubble Putting Simulation Into Context to Increase Immersion and Performance
  • 2018
  • Ingår i: Journal Simulation & Gaming. - : Sage Publications. - 1046-8781 .- 1552-826X. ; 49:6, s. 642-660
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective. Simulation based training with full-size mannequins is a prominent means of training within the healthcare sector. Prehospital missions include all parts of the healthcare process which take place before a patient is handed over to the receiving hospital. This implies that the context for prehospital care is varied and potentially challenging or dangerous in several ways. In this article we present a study which explores immersion and performance by emergency medical services (EMS) professionals in in a training situation which takes the specifics of prehospital interventions into account.Methods. The study was carried out as a field experiment at an ambulance unit. The experiment was designed to compare the differences between two types of medical scenarios: basic and contextualized. We analyzed the levels of immersion throughout the scenarios and then team performance was evaluated by independent experts. Both analyses were made by observing video recordings from multiple camera angles with a custom made analysis tool.Results. Our results show that the contextualization of a medical scenario increases both immersion as measured by the Immersion Score Rating Instrument (ISRI) and team performance as measured by the Global Rating Scale (GRS). The overall ISRI score was higher in the contextualized condition as compared to the basic condition, with an average team wise difference of 2.94 (sd = 1.45). This difference is significant using a paired, two-tailed t-test (p<.001). The GRS score was higher for overall clinical performance in the contextualized scenario with an average team wise difference of 0.83 (sd = 0.83, p=.005).Conclusions. Full-size mannequin simulation based training for EMS professionals may be enhanced by contextualizing the medical scenarios. The main benefits are that the contextualized scenarios better take prehospital medical challenges into account and allow participants to perform better.
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3.
  • Backlund, Per, 1964-, et al. (författare)
  • Enhancing Immersion with Contextualized Scenarios: Role-Playing in Prehospital Care Training
  • 2015
  • Ingår i: 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). - Skövde : IEEE Computer Society. ; , s. 167-170
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on a field experiment with 12 paramedic teams (n=24) exploring how they perceive a novel training approach. The feeling of being engaged in training (i.e. being immersed) is often held forward as a major benefit of roleplaying exercises. Engagement is expected to raise the quality of training as well as improving learning and retention. However, much simulation-based training in prehospital care is decontextualized, meaning that medical care is trained without taking other characteristics of prehospital care into account. In this paper we investigate how a richer setting (contextualization), which includes more of the complicating aspects of prehospital care, affects the perceived immersion of the participants. The results show that contextualization has a significant positive impact on perceived immersion. These results are important for further studies on how to organize and design role-playing exercises.
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4.
  • Backlund, Per, 1964-, et al. (författare)
  • The S.A.R.E.K Simulation Environment : Technical description of a flexible training environment for prehospital care
  • 2017
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This report contains a technical description of the result of the S.A.R.E.K (Simulation – Ambulance – Research – Education - Kinship) collaboration project and the Sim2020 project. The projects are collaborations between researchers in healthcare and IT, and prehospital care practitioners, with the aim to design, develop and test a contextualized simulation environment for prehospital care. We built a simulation environment representing the full depth and width of a prehospital care process. Breadth refers to including all phases of a prehospital mission, from dispatch to handover; while depth refers to detailed representations and recreation of artefacts, information and context for each of these phases. This report outlines the details of the overall design, all equipment and practical solutions used to create this.  Apart from the installation which is described in this report we have also developed methods and carried out a variety of tests and experiments which are reported elsewhere. The focus of this report is the system and its components.
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5.
  • Bäckström, Caroline A., et al. (författare)
  • Digital Tools as Parental Support : A Study Protocol Describing Prospective Development and Exploration of Two Digital Tools for Parents
  • 2021
  • Ingår i: Frontiers in Digital Health. - : Frontiers Media S.A.. - 2673-253X .- 2673-253X. ; 3, s. 1-9
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: The access to digital tools for parents is increasing, and further exploration is needed to gain knowledge about parents' experiences in using such tools, for example, when preparing for childbirth and parenthood. This study protocol describes a prospective study that will explore serious games as digital tools for parental support, and both parents' and healthcare professionals' views will be included. The objectives of the prospective study are to explore two different serious games: (1) Childbirth Journey (Swedish: Förlossningsresan), relating to pregnancy, childbirth and parenthood; and (2) Interplay (Swedish: Samspel), relating to parental couple relationships and parenthood.Methods: An intervention study will be conducted. The study will include four different sub-studies (A–D) with both qualitative and quantitative methods and a longitudinal design. Both parents (A, B and D) and healthcare professionals (C) will be included, and data will be collected through interviews (A–C) and repeated web-based questionnaires (D). Data will be analysed using phenomenography and qualitative content analysis (A–C), and descriptive and analytical analyses will be performed for comparisons and associations (D).Discussion: The value of monitoring and reporting on developments and trends in digital innovation for public health has been stipulated by the World Health Organization. The prospective study will contribute further knowledge about multidisciplinary development of digital tools as professional support for parents, as well as knowledge about parents' and healthcare professionals' experiences using digital tools concerning pregnancy, labour, parenthood and parental couple relationships.Trial Registration: This study was retrospectively registered (02/10/2020) within the ISRCTN with ID: ISRCTN18017741. http://www.isrctn.com/ISRCTN18017741.
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6.
  • Engström, Henrik, 1968-, et al. (författare)
  • The impact of contextualization on immersion in healthcare simulation
  • 2016
  • Ingår i: Advances in Simulation. - : BioMed Central. - 2059-0628. ; 1
  • Tidskriftsartikel (refereegranskat)abstract
    • BackgroundThe aim of this paper is to explore how contextualization of a healthcare simulation scenarios impacts immersion, by using a novel objective instrument, the Immersion Score Rating Instrument. This instrument consists of 10 triggers that indicate reduced or enhanced immersion among participants in a simulation scenario. Triggers refer to events such as jumps in time or space (sign of reduced immersion) and natural interaction with the manikin (sign of enhanced immersion) and can be used to calculate an immersion score.MethodsAn experiment using a randomized controlled crossover design was conducted to compare immersion between two simulation training conditions for prehospital care: one basic and one contextualized. The Immersion Score Rating Instrument was used to compare the total immersion score for the whole scenario, the immersion score for individual mission phases, and to analyze differences in trigger occurrences. A paired t test was used to test for significance.ResultsThe comparison shows that the overall immersion score for the simulation was higher in the contextualized condition. The average immersion score was 2.17 (sd = 1.67) in the contextualized condition and −0.77 (sd = 2.01) in the basic condition (p < .001). The immersion score was significantly higher in the contextualized condition in five out of six mission phases. Events that might be disruptive for the simulation participants’ immersion, such as interventions of the instructor and illogical jumps in time or space, are present to a higher degree in the basic scenario condition; while events that signal enhanced immersion, such as natural interaction with the manikin, are more frequently observed in the contextualized condition.ConclusionsThe results suggest that contextualization of simulation training with respect to increased equipment and environmental fidelity as well as functional task alignment might affect immersion positively and thus contribute to an improved training experience.
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7.
  • Koohnavard, Saina, et al. (författare)
  • Mode och spel : en förstudie för nya digitala möjligheter till hållbar utveckling
  • 2022
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Digitaliseringen av mode växer fram i allt större takt och under en tid där fysisk interaktion är begränsat. Under de senaste åren har flertalet samarbeten ägt rum mellan mode- och spelföretag, där digitala tvillingar av fysiska kläder skapas och implementeras i spel. Denna förstudie är finansierad av Västra Götalandsregionen och ämnar att undersöka kopplingar mellan mode och spel, dess skillnader och likheter när det kommer till konsumtion och betydelse av digitala respektive fysiska kläder, samt även undersöka samarbetsvägarna mellan dessa två områden och hur samarbeten skulle kunna se ut. Under förstudien har aktörer inom mode- och spelindustri intervjuats och en workshop har hållits för att få en djupare förståelse kring gemensamma intressepunkter och utmaningar. Resultatet har visat att det finns starka paralleller kring kläders representation för både skaparen och användaren i båda världar och att utmaningarna för samarbete dels ligger i tekniska begränsningar, företagskultur och bristande kunskap om det andra området hos respektive område. Resultatet visar också ett växande intresse och behov av hybriddesigner eller hybrida team som agerar som broar mellan dessa två områden.
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  • Resultat 1-7 av 7

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