A Cognitive Task Analysis for an Emergency Management Serious Game.

Susan Dass, Joanne Barnieu, Paul Cummings, Victor Cid
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Abstract

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.

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一个应急管理严肃游戏的认知任务分析
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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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