Delivering Critical Stimuli for Decision Making in VR Training: Evaluation Study of a Firefighter Training Scenario

Author(s):  
Pedro Monteiro ◽  
Miguel Melo ◽  
Antonio Valente ◽  
Jose Vasconcelos-Raposo ◽  
Maximino Bessa
Author(s):  
Hosein Arman ◽  
Efat Mohamadi ◽  
Mohammadreza Mobinizadeh

In recent years, health technology policy-making science has gone beyond just a health technology assessment or systematic review or economic evaluation study and the science of operational research in decision making, i.e. multi-attributes and multi-objective decision-making has been included. Hence, currently, health technology policy-making follows a seven-step process. After a technology undergoes these steps and is proven that it is useful for the health system, it must be determined how many of it is needed in the health system. Determining the required number of health technologies is a challenge that remains to be considered. Therefore, this study  was designed to overcome this problem. The authors intend to introduce a multi-objective decision-making methodology considering the limited budget, to determine the number of technologies required to complete for the health technology policymaking cycle.


Author(s):  
Richard E. Christ ◽  
Scott A. Beal

A training evaluation was performed for the Rapid Decision Trainer (RDT), a computerbased simulation developed for the Infantry Officer Basic Course (IOBC). The RDT lets each participant serve as a platoon leader while executing a simulated mission in preparation for a live-fire exercise. Nineteen participants were trained with the RDT in one large group and twenty were trained in two-man buddy-teams. After the RDT training, participants completed a questionnaire, participated in a live-fire exercise, and then completed a second questionnaire. Regardless of their training condition, the participants endorsed the use of the RDT for the IOBC. They indicated the RDT had training value, they were motivated and involved during training, and the realism of simulated battlefield was adequate. However, the participants also raised a number of issues that are described in the presentation and will be investigated in future training research for desktop simulations and game-based technologies.


1953 ◽  
Vol 6 (4) ◽  
pp. 403-417 ◽  
Author(s):  
BRENT BAXTER ◽  
ANDREW A. TAAFFE ◽  
JOSEPH F. HUGHES

2002 ◽  
Vol 16 (4) ◽  
pp. 239-248 ◽  
Author(s):  
Roger Hartley ◽  
Glen Varley

The management of large-scale incidents, such as demonstrations that can affect public order, requires complex decision making. In association with the London Metropolitan Police a computer-based simulation (CACTUS) was designed for improving the strategic and tactical management of public order events by senior police officers. It incorporates a digitized map with active (iconized) police, crowd and hostile agents able to navigate the map and interact autonomously in ways that simulate aggression and disorder if the police resources and their instructions are not managed with some skill. Adaptive training scenarios were designed in CACTUS by the trainer/facilitators covering planning, event management and debriefing. An evaluation study collected audio and video records of the training sessions and these data gave useful insights into the decision-making processes and how the CACTUS simulation, through its design features, became a dynamic mediational tool in developing such skills.


2010 ◽  
Vol 38 (1) ◽  
pp. 87-101 ◽  
Author(s):  
Tsang-Kai Hung

In terms of training evaluation, most human resource development (HRD) or training professionals as program suppliers are usually limited to course-level trainee satisfaction. The training evaluation practice framework can be originally linked to Kirkpartrick (1959). The purpose in this study was to explore the key important factors that affect the relationship between HRD professionals and training evaluation by establishing a decision-making model of training evaluation practices using fuzzy concept (Van Laarhoven & Pedrycz, 1983) and grey relation analysis (Deng, 1982), that is, a quantitative method. This could guide HRD or training professionals when making the decisions about which evaluation level can be viewed as the priority to be implemented by looking at their own organizational characteristics.


NSPI Journal ◽  
1977 ◽  
Vol 16 (6) ◽  
pp. 10-11
Author(s):  
Kathryn Keeler ◽  
Frank Perras

2020 ◽  
Author(s):  
Justin M Curley ◽  
Farifteh F Duffy ◽  
Paul Y Kim ◽  
Kristina M Clarke-Walper ◽  
Katie L Nugent ◽  
...  

Abstract Introduction The Secretary of the U.S. Army issued two directives in late 2017 to directly combat the problem of suicide in the U.S. Army. The first was to develop an Army tool to assist commanders and first-line leaders in preventing suicide and improving behavioral health (BH) outcomes, which has been previously published as the BH Readiness and Risk Reduction Review (R4). The second was to conduct an evaluation study of the tool with Army units in the field. This study is the first to empirically examine the Army’s tool-based methods for identifying and caring for the health and welfare of soldiers at risk for suicide, and this article outlines the methodology employed to study the effectiveness of the R4 tools and accomplish the Secretary’s second directive. Methods The Walter Reed Army Institute of Research Institutional Review Board approved the R4 study. The study employed a repeated measurements in pre/post quasi-experimental design, including a nonequivalent but comparable business-as-usual control group. The R4 intervention consisted of the R4 tools, accompanying instructions, and an orientation. Samples were drawn from two geographically separated U.S. Army divisions in the continental United States, each composed of four comparable brigades. Study implementation consisted of three phases and three data collections over the course of 12 months. Soldiers completed anonymous survey instruments to assess a range of health factors, behaviors, characteristics, tool-related decision-making processes, and the frequency, type, and quality of interactions between soldiers and leaders. Results The R4 study commenced on May 6, 2019, and concluded on June 4, 2020. Sample size goals were achieved for both the divisions at all three data collection time points. Conclusions The methodology of the R4 study is critical for the U.S. Army from both a precedential and an outcome-based standpoint. Despite the use of many previous tools and programs for suicide prevention, this is the first time the Army has been able to empirically test the effectiveness of tool-supported decision-making among Army units in a rigorous fashion. The methodology of such a test is a critical marker for future interventional inquiries on the subject of suicide in the Army, and the results will allow for more informed decision-making by leaders when approaching these ongoing challenges.


2020 ◽  
pp. bmjebm-2020-111521
Author(s):  
Tammy C Hoffmann ◽  
Chris Del Mar ◽  
Ramai Santhirapala ◽  
Alexandra Freeman

ObjectivesTo describe the development and initial evaluation of a brief e-learning course as a means of teaching shared decision making and risk communication skills to clinicians of all specialties.DesignComparison pre-course and post-course of scores in subjective confidence and objective knowledge about shared decision making and risk communication.SettingOnline and open to all specialties and levels of clinical experience, including students.ParticipantsThe course is freely available online and all who started the course from September 2018 to May 2020 were invited to participate in the evaluation study.InterventionThe self-guided e-learning course is made up of four modules and takes approximately 2 hours to complete. It is hosted on the website of the Winton Centre for Risk Communication and the UK’s National Health Service e-learning platform.Main outcome measuresPre-course and post-course confidence in performing shared decision making (as measured by a 10-item scale adapted from the OPTION tool; total score range 10–50), and objective knowledge about basic principles of shared decision making and risk communication, as measured by performance on four knowledge questions and three calculations. At course commencement, a single item from the Berlin Numeracy Test, and the eight-item Subjective Numeracy Test were also asked.ResultsOf 366 unique participants who consented and commenced the course, 210 completed all modules and the final post-course test. Participants’ mean age was 38.1 years, 69% were in current clinical practice and had a mean of 10.5 years of clinical practice. Numeracy was relatively low, with 50.7% correctly answering the Berlin Numeracy Test item pre-course. Participants who completed the course showed a significant improvement in their confidence by a mean summed score of 3.7 units (95% CI 2.9 to 4.6, p<0.0001) from a mean pre-course of 37.4 (SD 6.1) to post-course of 41.1 (SD 6.9). There was an increase in the proportion of correct answers for most knowledge questions (p<0.0001, p=0.013 for two directly compared), although no improvement in most skill questions that involved numbers (eg, calculating relative risks). Participants with higher numeracy appeared to show higher skill and confidence on most questions.ConclusionsThis online, free e-learning course was successful in increasing participants’ confidence in, and some aspects of knowledge about, shared decision making and risk communication. It also highlighted the need for improvements in clinicians’ numerical skills as a vital part of training. We suggest that the course is used in combination with practical face-to-face experience and more intensive numerical skills training.


2021 ◽  
Author(s):  
Pui Hing Chau ◽  
Yan Yan Jojo Kwok ◽  
Mee Kie Maggie Chan ◽  
Ka Yu Daniel Kwan ◽  
Kam Lun Wong ◽  
...  

BACKGROUND Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design. OBJECTIVE This study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities. METHODS A single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games. RESULTS A total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort. CONCLUSIONS A set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients.


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