Simulation Dictionary 3

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task Trainer / part-task trainer / partial task trainer

A device designed to train in just the key elements of the procedure or skill being learned, such as lumbar puncture, chest tube insertion, central line insertion or part of a total system. A model that represents a part or region of the human body such as an arm, or and abdomen. Such devices may use mechanical or electric interfaces to teach and give feedback on manual skills such as IV insertion, ultrasound scanning, suturing, etc... Generally used to support procedural skills training however they can be used in conjunction with other learning Technologies to create integrated clinical situations.

technology-enhanced Healthcare simulation

A group of materials and devices created or adapted to train Healthcare Professionals in a simulated environment. Examples include such diverse products is computer-based virtual reality, simulators, high-fidelity and static manikins, plastic models, live animals, inert animal products, and human cadavers. An educational tool or device with which the learner physically interacts to mimic an aspect of clinical care for the purpose of teaching or assessment. This encompasses high and low technology Healthcare simulation

team-based learning

A learning method which makes use of small group discussions and collaborative, self-directed study to Foster new learning as opposed to imparting information. After period of preliminary individual accountability, teams of Learners complete with each other to learn information and solve problems. This is in distinction to traditional learning in which information is imparted from teacher to learner. A learning method with many similarities to problem-based learning. Unlike PBL, where a complex, open-ended, case is given without the information to solve it, team-based learning capitalizes on the use of carefully chosen learning activities based on reading assignments.

standardized patient

A person who has been carefully coached to simulate an actual patient so accurately the simulation cannot be detected by a skilled clinician. In Performing the simulation, the SP represents the Gestalt of the patient being simulated; not just the history, but the body language, the physical findings, and the emotional and personality characteristics as well. An individual trained to portray a patient with a specific condition in a realistic, standardized, and repeatable way and where portrayal/presentation varies based only on Learner performance; this strict standardization of performance in a simulated session is what can distinguish standardized patients from simulated patients. SPs can be used for teaching and assessment of Learners including but not limited to history/consultation, physical examination, and other clinical skills in simulated clinical environments. SPs can also be used to give feedback and evaluate Learner performance. An individual who is trained to portray a real patient in order to simulate a set of symptoms or problems used for healthcare education, evaluation, and research.

Policies

A principle or protocol to guide decisions and Achieve rational outcomes; a statement of intent implemented as a procedure or protocol. most simulation centers create policies pertaining to use of facility, development of scenarios and content, and code of conduct.

virtual patient

A representation of an actual patient. Virtual patients can take many forms such a software-based physiological simulators, simulated patients, physical manikins and simulators. A computer program that simulates real-life clinical scenarios in which the learner acts as a healthcare provider obtaining a history and physical exam, and making Diagnostic and therapeutic decisions.

technical skills

A skill that is required for the accomplishment of a specific task. In healthcare, the knowledge, skill and ability to accomplish a specific medical task.

state

A term used when programming manikins; State variables may include Vital Signs, monitor readings, body sounds, and verbalizations made by the simulator. A sequence of events that change over time.

virtual reality environment

A wide variety of computer-based applications commonly associated with immersive, highly visual, 3D characteristics, that allow the participant to look about and navigate within a seemingly real or physical world. It is generally defined based on the type of technology being used, such as head-mounted displays, stereoscopic capability, input devices, and the number of sensory systems simulated.

systems integration

An engineering term meaning to bring together the component subsystems into one system that functions together. In Healthcare, the ability to improve the quality of care and patient outcomes through re-engineering of care delivery processes. A category of simulation program accreditation that recognizes programs that demonstrate consistent, planned, collaborative, integrated, and iterative application of simulation-based assessment, research, and teaching activities with systems engineering, and risk management principles to achieve excellent bedside clinical care, enhanced patient safety, and improved outcome metrics across the health system.

triggers

An event or events that move the simulation from one state to another.

observing participant/learner

In Healthcare simulation, there are frequently observing an active participant owing to limited resources and because a typical clinical event has fewer providers than the number of students. observing participants learn by observing the simulation with active participants actively undergoing this scenario. The debriefings typically involve both observing and active participants.

stochastic

Pertaining to a process, model, or variable whose outcome, result, or value depends on chance.

virtual reality simulation

Simulations that use a variety of immersive, highly visual, 3D characteristics to replicate real-life situations and/or Healthcare procedures; virtual reality simulation is distinguished from computer-based simulation in that it generally incorporates physical other interfaces such as a computer keyboard, a mouse, speech and voice recognition, motion sensors, or haptic devices.

synthetic learning Technologies

The Technologies used in synthetic or simulated learning environments including manikin; computer-based virtual reality; haptics; actors; simulated patients; part-task/task trainers; hybrid; video.

typology

The classification of different educational methods or equipment; for example, three-dimensional models, computer software, standardized patients, parial-test trainers, or High-Fidelity patient simulators.

virtual reality

The use of computer technology to create an interactive three-dimensional World in which the objects have a sense of spatial presence; virtual environment and virtual world or synonyms for virtual reality. A computer-generated three-dimensional environment that gives an immersion effect.

simulation testing environment

a context for formative or summative evaluation of an individual's or team's performance. the goals of the simulation testing environment are to create an equivalent activity for all participants in order to test their knowledge, skills, and abilities in a simulated setting.

plus/Delta debriefing

a debriefing method in which actions are considered for successful strategies ("plus") and those the might be improved upon in future applicable circumstances ("Delta").

shared mental model

a means of describing that each participant in a simulation has a shared understanding of the purpose and processes of the simulation activity and participant's roles. The knowledge framework of the relationships between the task the team is engaged in and how the team members will interact, for example, facilitates team's ability to predict what team members will do when faced with a task, and what they will need to do it. a framework whereby an individual team member develops a perception of the situation, it is shared, allowing the team to reflect on the information and revise their situational awareness and their own mental model based on new information; for example, sharing can be done by vocalizing observations, calling out information, using a structured time-out to communicate new information and thinking out loud to other allow others to relate and appreciate the associations, assessments, and plans. shared mental models facilitates collaboration, and is crucial when team Communication in a situation is difficult

serious games

a mental contest played with a computer in accordance with specific rules, that uses entertainment to further training, Education, Health, public policy, and strategic communication objectives. A game design for a primary purpose other than pure entertainment. (A game designed for a primary purpose of solving a problem). Serious games have an explicit and carefully thought-out educational purpose, and are not intended to be played primarily for amusement. serious games are simulations of real world events, or processes designed for the purpose of solving a problem. in the defense context, Serious games are used to rehearse, train, or explore military options in a simulation of real-world events or processes. the serious adjective is generally appended to refer to products used by Industries like Defense, Education, scientific exploration, Healthcare, Emergency Management, City Planning, engineering, religion, and politics

simulated patient (SP)

a person who has been carefully coached to simulate an actual patient so accurately that the simulation cannot be detected by a skilled clinician. In Performing the simulation, the SP represents the Gestalt of the patient being simulated; not just the history, but the body language, the physical findings, and the emotional and personality characteristics as well. often used interchangeably with standardized patients in the USA and Canada but, in other countries simulated patient is considered a broader term than standardized patient because the simulated patient scenario can be designed to very the SP role in order to meet the needs of the learner. an individual who is trained to portray a real patient in order to simulate a set of symptoms or problem used for healthcare education, evaluation, and research. SP's can be used for teaching and assessment of Learners including but not limited to history/consultation, physical examination, and other clinical skills in simulated clinical environments. SPs can also be used to give feedback and evaluate learner performance.

simulated person

a person who portrays a patient (simulated patient), family member, or healthcare provider in order to meet the objectives of the simulation; a simulated person may also be referred to as a standardized patient/family/healthcare provider if they have been formally trained to act as a real patients in order to simulate a set of symptoms or problems used for healthcare education, evaluation, and research. simulated persons often engage in assessment by providing feedback to the learner.

Root Cause Analysis (RCA)

a reactive approach to explore an event; a structured approach to identifying the factors that resulted in the nature, the magnitude, the location, and the timing of the harmful outcomes (consequences) of one or more past events in order to identify what behaviors, actions, INA, or conditions need to be changed to prevent recurrence of similar harmful outcomes and to identify the lessons to be learned to promote the achievement of bitter consequences.

simulation guideline

a recommendation of the qualities for simulation Fidelity, simulation validity, simulation program, or for formative or summative evaluation. a set of procedures or principles that are recommended to assist in meeting standards. guidelines are not necessarily comprehensive, they provide a framework for developing policies and procedures based on best practice. a set of recommendations, incorporating currently known best practice, based on research and/or expert opinion.

simulator

a setting, device, computer program or system that performs simulation. Any object or representation used during training or assessment that behaves or operates like a given system and responds to the user's actions. A device that duplicate the essential features of a task situation. A simulator generally has three elements -- a modelled process with which represents, emulates, otherwise simulates a real world system, a control system, and a human machine interface which is representative of the inputs found in the real world system.

screen-based simulation/screen-based simulator

a simulation presented on a computer screen using graphical images and text, similar to popular gaming format, where the operator interacts with the interface using keyboard, mouse, joystick or other input device. The programs can provide feedback to, and track actions of learners for assessment, eliminating the need for an instructor. a computer generated video-game simulator which can create scenarios that require real-time decision-making.

screen-based simulation/screen-based simulator

a simulation presented on a computer screen using graphical images and text, similar to popular gaming format, where the operator interacts with the interface using keyboard, mouse, joystick or other input device. the programs can provide feedback to, and track actions of learners for assessment, eliminating the need for an instructor. a computer-generated video game simulator which can create scenarios that require real-time decision-making.

standardized patient simulation

a simulation using a person or persons trying to portray a patient scenario or actual patient for healthcare education. A modality used for the purpose of practice, learning, assessment, for to gain an understanding of systems or human actions in which standardized (or simulated) patients play a central role.

simulation time

a simulation's internal representation of time; simulation time May accumulate faster, slower, or at the same Pace as real-time. A Time established by the simulation educator before the start of the simulation exercise irrespective of the actual real time.

simulation standard

a statement of the minimum requirements for simulation Fidelity, simulation validity, simulation program, or for formative or summative evaluation.

simulation standard

a statement of the minimum requirements for simulation Fidelity, validity, formative or summative evaluation, or any other element related to a simulation activity or program.

practice analysis

a systematic collection of data describing the knowledge, skills, and/or competencies required to competently practice at a profession.

needs assessment

a systematic exploration to collect and analyze information, including the needs of the institution and the present state of skills, knowledge, and abilities of the current and/or future learners.

simulation

a technique that creates a situation or environment to allow persons to experience a representation of a real event for the purpose of practice, learning, evaluation, testing, or to gain understanding of systems or human actions. an educational technique that replaces or amplifies real experiences with guided experience that evoke or replicate substantial aspects of the real world in a fully interactive Manner. a pedagogy using one or more typologies to promote, improve, or validate a participants progression from novice to expert. the application of a Simulator to training and/or assessment. a method of implementing a model over time.

situated learning

a theory that posits that learning occurs within authentic activity, context, and culture. social interaction and collaboration are considered essential components. this is opposed to a classroom learning activity that is abstract and out of context.

simulated-based learning experience

an array of structured activities that represent actual or potential situations in education and practice. these activities allow participants to develop or enhance their knowledge, skills, and attitudes, or to analyze and respond to realistic situations in a simulated environment. Learners interact with people, simulators, computers, or task trainers to accomplish learning goals that are representative of the Learner's real-world responsibilities. the environment May resemble the workplace. depending on the learning objectives, realism can be built into the equipment or the environment.

simulationist

an individual who was involved in the design, implementation, and/or delivery of simulation activities; for example, Educators, technologists, operations specialists, technicians. A modeling and simulation professional. A person "who is involved, full-time or part-time, in modeling for simulation activities" for example, develops models to be used for simulation purposes; perform simulation studies; develops simulation software; manages simulation projects; advertises and/or markets Simulation products and/or services; maintains Simulation products and/or services; promotes simulation-based solutions to important problems; Advances simulation technology; and advances simulation methodology and/or Theory.

simulation program in healthcare

an organization or group was dedicated resources whose mission is specifically targeted towards improving patient safety and outcomes to assessment, research, advocacy, and/or education using simulation Technologies and methodologies including formal workshops, courses, classes, or other activity that uses a substantial component of simulation as a technique.

orientation

any activity that occurs prior to an educational activity in order to prepare the faculty/instructors or Learners; often a formatted, structured set of instructions, rather than an informal or ad hoc event. A pre-briefing maybe part of the orientation.

novice to expert

describes the Dreyfus model of skill acquisition, in which learner's proceed through sequential stages as their skills increase: novice, Advanced beginner, competent, proficient, and expert.

observation room

hey room that allows additional Learners access to the scenario and freedom to discuss the behaviors without disrupting the students with the simulated patient.

scenario

in healthcare simulation, a description of a simulation that includes the goals, objectives, debriefing points, narrative description of The Clinical Simulation, staff requirements, simulation room set up, simulators, props, simulator operation, and instructions for SPs. the scripts, stories, or algorithms created for instructing the participants, including the simulators (human or robotic), on how to interact with the students. the description of an exercise (including initial conditions), of events for a simulation that includes details for everyone taking part. an initial set of conditions and timeline of significant events imposed on trainees or systems to achieve exercise objectives.

pocket Simulation Center

locally operated simulation areas within the clinical environment or as-built facilities with administrative, Technical, and Equipment support from a larger Center; an area that is physically distance to but is an extension of a larger Simulation Center. Also known as satellite Center.

reflective thinking

reflective thinking is necessary for metacognitive skill acquisition and clinical judgment and has the potential to decrease the gap between theory and practice. reflection requires the creativity and conscious self-evaluation to deal with unique patient situations.

situational awareness

situational awareness is the perception of environmental elements within time and space, and a perception of their meaning; it involves being aware of what is happening around you to understand how information, events, and your own actions impact the outcomes and objectives. A field of study concerned with understanding the environment critical to decision-makers in complex, Dynamic areas; situational awareness refers to the degree to which one's perception of the situation matches reality. the awareness of fatigue and stress among team members (including oneself), environmental threats to safety, immediate goals, information sharing, and the deteriorating status of the crisis or patient. most commonly used in the context of Crisis Resource Management training.

virtual simulation

t The recreation of reality depicted on a computer screen. A simulation involving real people operating simulated systems. Virtual simulations may include surgical simulations that are used for on-screen procedural training and are usually integrated with haptic devices. A type of simulation that injects humans in a central role by exercising motor control skills, decision skills, or communication skills.

scribe

the act of making notes about a scenario and documenting the actions taken or not taken.

scribe/scribing

the act of making notes about a scenario and documenting the actions taken or not taken.

remediation

the act or process of correcting a performance Gap

simulation reliability

the consistency of a simulation activity, or the degree to which a simulation activity measures in the same way each time it is used under the same conditions with the same participants.

simulation validity

the degree to which a model or simulation accurately represents or measures what it intends to measure. In healthcare simulation, the quality of the simulation or simulation program that demonstrates that the relationship between the process and its intended purpose is specific, sensitive, reliable, and reproducible.

simulation-enhanced interprofessional education/(sim-IPE)

the education of healthcare professionals with different but complementary Knowledge and Skills in a simulation environment that promotes a collaborative team approach. simulation enhanced interprofessional education occurs when participants and facilitators from two or more professions are engaged in a simulated Healthcare experience to achieve shared or linked objectives and outcomes; it is designed for the individuals involved to "learn about, from and with each other to enable effective collaboration and improve health outcomes. a collaborative educational approach that brings together Health Care Professionals of varying Specialties in a simulation environment engaging Learners in an interprofessional teamwork model. a simulation environment of equal and mutual respect and recognition of each team member's Knowledge and Skills.

simulation activity

the entire set of actions and events from initiation to termination of an individual simulation event; in the learning setting, this is often considered to begin with the briefing (prebriefing) and end with the debriefing. all the elements in a simulation session including the design and setup required

simulation fidelity

the level of realism associated with a particular simulation activity. the physical, Semantic, emotional and experiential accuracy that allows persons to experience a simulation as if they were operating in an actual activity. the believability, or the degree to which a simulated experience approaches reality. Fidelity Can involve a variety of Dimensions including (a) physical factors such as environment, equipment, and related tools; (b) psychological factors such as emotions, beliefs, and self-awareness of participants; (c) social factors such as participant and instructor motivation and goals; (d) culture of the group; and (e) degree of openness and Trust, as well as participants' modes of thinking.

simulation environment/simulation learning environment/synthetic learning environment (SLE)

the physical setting where simulation activities may take place, inclusive of the people and equipment that forms part of the simulation experience. a location where simulation-based learning experience takes place, and where a safe atmosphere is created by the facilitator to Foster sharing and discussion of participant experiences without negative consequences. a context for learning that consists of a controlled and shielded representation of real world situations, and a set of educational methods and procedures in which trainees feel simultaneously challenged and psychologically safe to practice and reflect on their performance. an atmosphere that is created by the facilitator to allow for sharing and discussion of participant experiences without fear of humiliation or punitive action. a setting, surrounding, or conditions that reproduce components or aspects of the real world environment, for the purpose of learning and related activities and/or research.

simulated/synthetic learning methods

the principles pedagogies. they include case-based learning, computer simulation, procedural or partial task training, hybrid simulation, integrated procedural training (psychomotor Focus), integrated procedural training (whole procedure), mixed simulation, simulation/scenario-based learning, standardized/simulated patient, debriefing, multimodal format.

script

the written plan for a simulation event that includes various sets of topics, subtopics, skills, and triggers that will create the situation to induce the desired observable behaviors by the participants. A preordained series of actions based on the time and sequence of specific events. a written set of instructions providing a detailed plan of action for a simulation case; similar to a theatrical play. The lines to be spoken by operators, embedded actors or simulated patients during a simulation event.

case-based learning

written and oral presentations used to represent and review clinical scenarios but do not involve Hands-On learning


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