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Dabarash Albizu, M'S'SLP Student

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Title: Dabarash Albizu, M'S'SLP Student


1
  • Dabarash Albizu, M.S.-SLP Student
  • Dr. Kristy Weissling, SLP.D, C.C.C

2
Introduction
  • Review of the literature
  • The following review includes research from
    various authors who have used 3D simulations in
    their respective disciplines for patient and
    student education.
  • Definition
  • 3-Dimensional simulations are animations of
    models that have been created using a computer
    and specialized software Roos, (2008).

3
Review of the Literature
  • Scope Limited

4
Katz et al. (2005)
  • Katz, Ring, Naveh, Kizony, Feintuch, Weiss
    (2005)
  • Occupational therapists used virtual interactive
    environments (VIE) to train people with
    unilateral spatial neglect to cross a street.
  • Subjects
  • Nineteen participants
  • Divided in two groups
  • Experimental group
  • Eleven subjects with a mean age of 64 who had
    experienced a right hemisphere stroke within the
    past 12 months
  • Control group
  • Eight participants with a mean age of 63.5
  • Nine hours of treatment were provided for four
    weeks

5
  • The VR group unilateral spatial neglect measure
    results equaled control group on conventional
    visual scanning tasks
  • VR group improved more on the VR test
  • VR group did better on some measures of the real
    street crossing (Katz et al., 2005)

6
Bart et al. (2008)
  • Bart, et al. (2008) utilized the methods of Katz,
    et al. (2005) and compared the abilities of
    normally developing children crossing the street.
  • Eighty-six typically developing children between
    the age of 7 and 12 were in this experimental
    investigation.
  • Children were tested in a virtual environment.
    The ones who failed the test were reassigned to
    the training and control groups. Baselines of
    street crossing skills were collected prior to
    the treatment

7
  • Treatment consisted of learning to cross the
    street traditionally and in a (VIE).
  • All children increased their street crossing
    ability in both types of treatment. The children
    displayed no difference in skills between the
    real street crossing training or with (VIE) and
    the control group.

8
Tichon et al. (2004)
  • Tichon, Loh King (2004) investigated the
    opinions of psychology students about learning to
    identify schizophrenia using computer
    simulations.
  • Ten second semester psychology students
    participated in a survey after receiving
    instruction using a computer simulation depicting
    a schizophrenic patient.

9
  • Sixty-two percent of the students strongly agreed
    that simulations can facilitate education.
  • Thirty-seven percent agreed.
  • Fifty percent agreed that their knowledge of
    schizophrenia increased as a result of viewing
    the simulation.
  • The students reported that visuals of the
    simulation provided a better understanding of
    schizophrenia than explanations using words only
    (Tichon, et al., 2004).

10
Initial Development of the Project
11
Development
  • The simulation was included as part of a project
    for an Augmentative Alternative Communication
    course.
  • Approximately thirty-five hours were dedicated
    over a five day span to develop the initial
    simulation.
  • Rendering times vary depending on the quality of
    the visuals the designer wants to achieve
  • The final product was completed in a two months
    span with over forty hours of work including
  • selection of the music loop
  • recording the voice
  • caption included in slides
  • conversion to video
  • completion of the CD covers.

12
Development
  • This simulation was developed by a Web Designer
    guided by the student clinician. It was created
    based on a fictitious case example.
  • All the aids were designed using 3D simulation
    software from existing models currently available
    on the market.

13
Rationale
  • This simulation was developed based on the idea
    that different learning styles require varied
    presentation to reach all learners (Bell
    Fogler, 1995).
  • Auditory, visual, and kinesthetic are the three
    major learning styles. As the terms imply
    learners use their hearing, vision, and body to
    learn. (Bell Fogler, 1995)
  • Simulations include auditory, visual, and
    kinesthetic opportunities for the user enhancing
    the learning experience.

14
Advantages of using 3D simulations
  • Privacy concerns addressed by 3D simulation
  • No consent forms needed
  • HIPPA concerns may be eliminated by using
    simulations depicting fabricated but realistic
    case studies
  • May lower liability risks associated with
    client/patient confidentiality.
  • Simulations can be tailored to suit the needs of
    the audience
  • Simulations can occur just in time when the
    learner needs them or has time to use them

15
CEUs Applications
  • Simulations may be effective study tools for
    clinical topics for CEU activities
  • Simulations may provide educators visual examples
    of common therapy techniques to enhance lectures
  • Simulations may provide a simulated scenario of a
    real situation that allows for practice by
    learners before they encounter real events
  • Simulations may provide learners multiple
    opportunities to engage in training (as many
    times as needed)

16
Client/Caregiver Applications
  • May provide the person in therapy and the
    caregiver visual access of techniques or
    components of their treatment
  • It may be tool for reviewing techniques learned
    during therapy
  • A simulation may allow the person in therapy to
    share information about their method of
    communication with family, friends, and other
    caregivers.
  • Simulations may allow for consistent caregiver
    training as staff changes

17
StudentApplications
  • May support training acquired through
    conventional methods
  • May facilitate understanding of abstract concepts
  • May benefit a variety of learning styles
  • Rich combination of stimuli utilizing more than
    one sense at a time
  • Provision of a simulated scenario of a real
    situation allows for practice (as much as is
    needed)
  • May provide opportunities to encounter
    cases/situations not readily available at all
    university programs (low incidence populations)

18
Methods
19
Liaupsin(2003)Model adapted from Dick and Carey
  • Critique of Methodology
  • Software needs to be evaluated
  • 2 phases
  • Expert judgment phase
  • Field trial phase
  • This pilot study looked at the expert judgment
    phase
  • Focus on
  • Congruence analysis- does this type of
    instruction meet the needs of the organization
    which may adopt it
  • Feasibility analysis-is such an endeavor feasible
  • Did not include
  • Design analysis
  • Content analysis

20
Survey
  • 3 Goals
  • To find CD specific information
  • To find general 3-D simulation use information
  • To allow for open ended thoughts on the topic

21
Survey Construction
  • Constructs of the survey
  • Section one CD specific assessment
  • Ease of use (3 questions)
  • Visual Clarity/Suitability of visual presentation
    (4 questions)
  • Instructional value (6 questions)
  • Simulations in General
  • Use/ Feasibility (one question each)
  • CEU
  • Student Training
  • Caregiver Training
  • Open ended responses (applications for
    caregivers, students, CEU events, and general
    comments)

22
Scale
  • 1 2 3 4 5
  • Strongly Disagree Neither Agree Agree
    Strongly
  • Disagree or Disagree Agree
  • Five point scale
  • Neutral center point to give distinct positive
    vs. negative scores

23
Survey agreement
  • Agreement Target for CD specific portion- 80
  • 4/5 readers had 100 agreement with the authors
    intent
  • The 5th reader had 85 agreement with the authors
    intent
  • Construct agreement Data
  • Ease of use- 100 (15/15)
  • Visual Clarity/Suitability of visual presentation
    95 (19/20)
  • Instructional value 97 (29/30)
  • Did not obtain agreement ratings on imaginablity,
    feasibility, and usefulness-explicit statements
    were used

24
Subjects
  • Opinions from 20 Speech-Language Pathologists
    from the states of Florida and Nebraska were
    analyzed using a survey
  • 20 subjects were recruited and 20 surveys were
    returned
  • Average time in the profession was 22 years
  • (range 2-39)
  • 95 held a masters degree in speech Pathology
  • 80 reported no experience with 3-D simulations
  • 95 reported being somewhat comfortable or very
    comfortable with NEW technology
  • 85 reported using the computer at least 6 hours
    per week

25
Results
26
Results
  • For our 3-D simulation
  • Ease of use (3 items looked at this)
  • Mean rating was 4.43
  • Instructional value (6 items looked at this)
  • Mean rating was 4.04
  • Visual Clarity (4 items looked at this)
  • Mean rating was 4.37
  • Ratings for all constructs for this simulation
    were above neutral and toward the positive end of
    the scale

27
Results
  • When asked about simulations in general
  • Use in CEU
  • mean4.3
  • Use in Student training
  • mean 4.3
  • Use in Caregiver training
  • mean 4.2
  • Again all items were positively skewed above
    neutral
  • All items ranged from at least 3 to 5 (neutral to
    strongly agree)
  • Some items (4) items ranged from 1 to 5 (strongly
    disagree to strongly agree)

28
Results
  • When asked about simulations in general
  • Feasibility
  • mean 4.3 (range 2-5)
  • Usefulness
  • mean 4.3 (range 1-5)
  • Imaginablity
  • mean 4.27 (range 1-5)
  • All ratings were above neutral and toward the
    positive end of the scale

29
Selected comments regarding applications of this
technology
  • May be helpful to include more narration
  • Simulations such as this may replace repeated
    physical modeling and instruction
  • Case scenarios for comps
  • I dont think (in the form viewed) the
    simulation gave enough information for initial
    orientation
  • Availability of being watched many times
  • Easy onset in fluency
  • Anatomy/physiology

30
  • 3-D simulations might also minimize the use of
    client videos which require permission and always
    run the risk of violating HIPAA guidelines
  • The time, expertise, and expense required might
    impact the clinical utility of this strategy
  • Training students in how to use devices
  • Positioning of AAC devices or equipment
  • Helps caregivers see options for their family
  • Would have gained more with verbal or even
    written information

31
Discussion
  • Generally the people reviewing the simulation
    found it to be instructional, easy to use, and
    visually clear/pleasing
  • People saw the potential use of 3-D simulations
    in/with CEU events, student training, and
    caregiver training
  • People in general imagined using simulations,
    thought they were feasible, and thought they
    would be useful
  • Production of trainings may be a group effort
    that benefits many consumers

32
Future directions
  • Current data may be analyzed more specifically
    for relationships between ratings and exposure to
    other 3-D simulations, years of experience,
    computer use, and other demographic factors
  • Develop a 3-D simulation for training of a target
    group (i.e, CEU, student, caregiver) and use a
    group design to assess the outcome of 3-D
    simulation training compared to traditional
    models

33
Simulation
  • The following is a video of the actual simulation
    observed by the SLPs who answered to the survey.
    The simulation was based on a project created
    for an Augmentative Alternative Communication
    course at Nova Southeastern University.
  • The project required creating a set of
    communication aids for a client who had been
    diagnosed with Guillain-Barre syndrome and had
    limited motor ability and dysarthria
  • The three-D simulation was not a requirement to
    the project but was added as an enrichment tool
    and was meant for the education of the person
    with the disorder. and the caregiver.

34

References
  • Bart,O., Katz, N., Weiss, P., Josman, N. (2008)
    Street Crossing by Typically Developed
  • Children in Real and Virtual Environments.
    OTJR Occupation Participation and \
  • Health ,28 (2),89-96.
  • Bell, John T., and H. Scott Fogler, "Virtual
    Reality in Chemical Engineering Education",
  • Proceedings of the 1995 Illinois / Indiana
    ASEE Sectional Conference, March 16-18,
  • 1995, Purdue University, West Lafayette,
    Indiana, http//fre.www.ecn.purdue.edu/asee/sect95
    .
  • Katz, N., Ring, H., Naveh, Y., Kizony, R.,
    Feintuch, U., Weiss, P. L. (2005). Interactive
    virtual environment training for safe street
    crossing of right hemisphere stroke patients with
    unilateral spatial neglect. Disability and
    Rehabilitation, 27(20), 1235-1243. Retrieved from
    www.csa.com
  • Liaupsin, C.J., (2003) The comprehensive
    Evaluation of Professional Development
  • Software A Criteques of the methodology.
    Journal of special Education
  • Technology,18(1),29-37.
  • Roos, Dave. "How Computer Animation Works."
    Retrieved on
  • September 13, 2008, from(http//www.HowSt
    uffWorks.com
  • at http//entertainment.howstuffworks.com/
    computer-animation.htm

35

References
continued
  • Tichon, J., Loh, J., King,R. (2004) Psychology
    student opinion of virtual reality as a
  • tool to educate about schizophrenia.
    International Journal on E-Learning,3(4),40-46.
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