the learning program to help bring the nursing home resident and technology together in a virtual...
TRANSCRIPT
The learning program to help bring the nursing home resident and technology together in a virtual world
It’s Never 2 Late® for a Second Life®
By Thomas W. Whiteley
The following presentation and learning program was designed to help those in nursing homes
experience a new level of freedom through social interaction and virtual physical movement.
It’s Never 2 Late for a Second Life
Who could benefit from this program is any nursing home individual that is able to sit in front
of the computer, move a joy stick, and be cognitive of their actions.
The Nursing Home of the Future
It is estimated that nursing home
residency rates will double or triple by
2030 (Rivlin & Wiener, 1988). As of 2010,
the baby-boomers began to carry out this
assessment by increasing, what had been
stagnant, nursing home resident rates
across the country. Furthermore, as the
baby-boomers tread deeper into age, the
85 years olds will rise from 1.4 percent
(today) of the elderly to over 5 percent of
the population by 2050. As the
population ages so will the need for more
nursing homes, better care, and a higher
quality of life for the resident.
Today there are many ways, and philosophies, to carry out
these goals. One non-profit group which has provided a cultural
change model, and is trying to transform nursing homes, is
called The Eden Alternative® (http://www.edenalt.org/). Their
vision is to eliminate loneliness, helplessness, and boredom.
They offer many alternatives to the bygone era of stasis,
human deterioration, and task orientation that has been
prevalent in our society. Major changes include creating
nursing homes where life is worth living, resident management,
and stimulation though contact with animals, plants and
children. It was within the Eden philosophy that I designed
and devel0ped this instruction for a nursing home residents to
participate in Second Life by Linden Lab (http://lindenlab.com/).
Change is Happening
Second LifeSecond Life (SL) is a three –dimensional virtual online platform. Users,
which are called residents, are not only able to socialize but also able to
contribute to the world around them by creating buildings, objects, and
other worlds. They are able to learn about rockets from NASA and take
college courses from the University of Cincinnati. Second Life has its
own economy based on a unit of currency called the Linden Dollar.
There is an exchange rate and people buy this currency using U.S.
dollars. People are even living off of buying and selling items and
virtual real estate in this new world. In short, Second Life is the virtual
image of the society in which we all physically reside in today. The
thoughts behind this instruction are to allow the participant to lose
their current physical limitations and reenter a world that they can
navigate without the physical assistance that currently consumes their
life. The major objectives include creating an avatar (identity),
changing the appearance of their avatar, and traveling to the exotic
lands of this world (transport).
OpportunityThis instruction is to fill an opportunity rather than a need. Due to
each resident’s condition of physical and cognitive ability, it is
impossible for each individual to participate, however, each of the
resident’s needs are accounted for in their daily lives, dining,
laundry, housekeeping, entertainment, activities, health, and
rehabilitation, and even a concierge in some homes. However, for
the person who can sit in front of the computer, move a joy stick,
and be cognitive of their actions, learning how to create a persona
and navigate Second life offers them another level of life worth
living, and an opportunity to be a contributing member of that
society .
“If you have knowledge, let others light their candles at it” ~Margaret Fuller
The Never Ending Story
Because this learning instruction is individualized to one
person at a time, and is constantly changing and evolving,
its important for the instructor of this content to not only
analyze their own participant, but also to understand how
the content is modeled and arrived at in its current state.
This assures the instructor that they are not going over
ground that may have already been analyzed, strategized,
and evaluated. In turn the instructor will input their own
analysis and feedback into the material allowing for those
that follow the same up-to-date instruction.
Presentation of MaterialThe nursing home environment tends to be one of individualism
due to each resident’s particular set of cognitive and physical
abilities at use. This material should only be taught after an
analysis of the individual has been completed, and then only in
a one-on-one setting. Furthermore, it should be noted that the
instruction may have to be repeated numerous times, and
patience will need to rule the day. Each student will have to be
individually analyzed for physical abilities and cognitive
understanding.
Although there are many other ways to eliminate loneliness,
helplessness, and boredom, this instructional event would give
the resident a channel to participate in a social platform, not to
mention the possibilities of obtaining additional educational
opportunities and the feeling of being a member of a society.
Goals & Objectives
Each goal and objective was created to help and focus the learner
to understand just the basics of opening and navigating Second
Life. The objectives should also help you, instructor/designer, to
make decisions as to whether future participants would benefit
from this type of instruction or if the content should be adjusted
to the participant’s specific cognitive or physical situation . In all
cases these goals and objective should be consider fluid and
adjustable; molding to the learner’s abilities and the best chance
for achievement.
There are a total of four goals, each represented by a phase
within the program, and corresponding objectives .
Goals & ObjectivesPhase 1
Access Second Life using the Google search engine
o Given the definitions, the participant will be able to verbally
differentiate between a web site and search engine 90 percent of the
time.
o Given the steps in web site recovering, the participant will locate and
open Second Life within 3 attempts .
Phase II
Create his or her own avatar and transform its appearance to the
participant’s own desires
o Given instructions, the participant will be able to acquire and name his
own avatar on the first attempt. This only has to be done once.
Goals & ObjectivesPhase II (continued)
o Given verbal instructions and pre-printed screen shots, the participant
will be able to locate and open the “change your avatar” button within 3
attempts.
o Given verbal instructions and pre-printed screen shots, the participant
will be able to scroll, locate, and save a new avatar at least once in an
hour session.
o Given verbal instructions and pre-printed screen shots, the participant
will be able to locate and open the “appearance” button within 3
attempts.
o Given verbal instructions and pre-printed screen shots, the participant
will be able to scroll, locate, and save new outfits at least once in an
hour session.
Goals & ObjectivesPhase III
Navigate the avatar within the confines of Second Life
o Given verbal instructions and pre-printed screen shots, the participant will
be able locate and open the “walk/run/fly” button within 3 attempts.
o Given verbal instructions and pre-printed screen shots, the participant will
be able to complete an assigned course by walking once, running once, and
flying once, within a one hour session.
Phase IV
Identify at least three areas of interest and demonstrate how to
circumnavigate to those sites
o Given a list of themes in second Life participant will rank the order of his
interest between 1 and 10, one being the least interested and 10 the most,
immediately upon receiving the list.
Goals & ObjectivesPhase IV (continued)
o Given verbal instructions and pre-printed screen shots, the participant
will be able to locate and open the “Destination” button within 3
attempts .
o Given verbal instructions and pre-printed screen shots, the participant
will be able to input and transport his avatar to three different areas
within one hour long session.
“It is never too late to be who you might have been” ~George Eliot
Sections of Instructional Design
.
History, Environment and Model
Audience Analysis
Learning Assessment
Content Outline and Program
Evaluation
Summary
History, Environment & ModelThis learning program was originally designed as a project to partially
fill the requirements of my Masters of Education (M.Ed.) though
Colorado State University.
The idea came to me one day as I walked into work , when one of
the residents stopped me, and had to tell me all about how
special her day had been. She explained to me that during her
session of rehabilitation earlier that day, she used the parallel
bars and was able to walk; this was the first time since her stroke
a few years ago. I was thrilled to hear her talking about every
detail and walked away with a warm feeling in my heart and a
smile on my face. Later that night I was thinking back at how
animated and energized her voice had expressed the exhilaration
and elation she was feeling. I then began to wonder if it would be
possible to give all of our residents some level of this
gratification when it hit me, Second Life.
History, Environment & Model
The first instructional event took place at Amberwood Court
Rehabilitation and Care Center in Denver Colorado. Amberwood has
75 beds and specializes in rehabilitation from surgery, stroke, illness
or injury. It also serves Denver’s Korean community by providing:
• Korean speaking staff
• Korean style entrées and dining
• Korean television and newspapers
• Participates and partners with Denver Korean community celebrations
Amberwood focuses on the “whole person” needs and uses The Eden
Alternative model in carrying out its mission.
History, Environment, & Model
At Amberwood activities are planned for each day of the
week, morning and afternoons. Past activities include fishing,
shopping, movies, crafts, bingo, cooking, and live music. The
staff is encouraged to bring their pets to work and on many
days it is not usual for two or three dogs to be wandering
around the halls. Amberwood also encourages residents to
become animal owners, too.
The environment tends to be in a constant state of
movement and noise. Many of the residents will wander the
halls all day. Others may be going to appointments,
entertaining family and friends, or just wanting to talk. This
instruction fits into this medley of sights and sounds that
constitutes this establishment and many others.
History, Environment, & Model Seels and Glasgow’s ISD Model 2: For Practitioners (1998) was used for the design of this project. I have chosen this one mainly for its utilization of feedback from the participant during the design and instruction event.
History, Environment, & Model
A better visual representation of Seels and Glasgow’s ISD Model 2: For Practitioners is this one from Design Applause. Please notice how the design and implementation are melded though out the later stages. They each complement the other and work in tandem to complete the learning event.
Audience Analysis
The resident I asked to collaborate with me is a large part of the
current Amberwood environment. He has resided as president for the
resident council board and manages the resident’s store. He is always
offering his concern and help to other tenants within the building. He
is currently wheelchair confined but is able to move from his chair to
his bed on his own. He is a permanent fixture in the halls and many
times he can be found in the rehabilitation room working out with
weights. He uses the computer at least once a day for socializing,
shopping, and listing to music.
An audience analysis was conducted to further my knowledge in
designing and developing a curriculum to educate this person in how
to create an avatar and navigate Second Life.
Audience Analysis
Because of the participant’s decrease in cognitive ability,
many of the questions were created to try and understand how
this person interacted with the computer and how much social
activity he currently engages in. I conducted a one-on-one
interview on October 14, 2013 in the guest greeting area of
Amberwood Court.
I have posted the full analysis here:
http://twwhiteley.com/education/education.htm
lPlease click “Audience analysis”
Audience Analysis
To answer the question about his education, it was fabricated. I
learned later that he always had a set answer for normally
asked questions, such as education level, profession, etc.
However, this does not devalue all of his answers. My major
concern was his usage of the computer and how well he gets
around on it; If he likes to fantasize a little, so much the better.
This exemplifies the flexibility within the content of instruction
to mold its self to the participant’s cognitive resources.
Learning Assessment
Each learning assessment at the end of each phase in the
program was created for immediate feedback (Seels &
Glasgow, 1998) and for the participant’s health and safety.
The major markers are accomplishment and time.
Accomplishment offers the facilitator a visual identification,
such as an open box, of the likely outcome of certain
procedural steps. Time, on the other hand, acts as an
indicator of possible problems. If the participant’s time slows
down, the evaluator then must decipher its cause as either
cognitive or physical. Additional steps should be enacted,
such as stopping or offering a rest to the participant. In all
cases the participant should be fully aware that he is able to
stop the process at any time, for any reason. Each
assessment will be conducted upon completion of the lesson
plan, and performed exclusively by the instructor.
Syllabus & Instruction Program
http://twwhiteley.com/education/education.html Please click “Instruction Program”
Formative EvaluationThe formative evaluation of this instruction is as personalized as the
participant. It should be used before and during the instruction
delivery phase. Prior to the instruction event those with knowledge of
the participant’s cognitive and physical capacity, such as social
services, activities personnel, nursing, family, and doctor , should
review the material suitability and provide an “expert” opinion. Some
of the questions that should be asked of these stake holders include:
o Is the instruction appropriate for the participant? Explain.
o Is the delivery method appropriate for the participant? Explain.
o Is the vocabulary, examples, and illustrations appropriate ?
Explain.
o Are the goals and objectives within reason for the participant?
Explain.
o What would you add or subtract from the content to aid in
successful completion of goals and objectives?
Formative EvaluationThe instructor will constantly monitoring achievement of goals and
objectives though the use of assessment sheets. In addition, they should
note any unusual movements, clicks, or comments provided by the
participant. Short and simple questions should also be used during
instruction. This does two things, (1) gives a stream of constant
feedback as the task is being completed, or not, and (2) can be used to
bolster the participant’s confidence in navigating and socializing (not an
objective) within Second Life. Some of the questions that should be
asked are:
o Which do you like best: walking, running, or flying?
o What seems to be the hardest thing about walking, running, and
flying?
o Do you want to try the key board instead of the mouse?
o What do you think when you see other avatars chatting and
dancing?
o After seeing other avatars are you interested in changing yours?
o Which world did you like the best, or least (interests)?
o Are you comfortable in moving from one world to another?
Formative Evaluation
The formative evaluation is flexible and can take place by any number
of means. One possibility , for stake holders, is to have a mock run
through of the instruction. If the instructor is lucky enough to have
them as a group, the feedback can take the form of barn raising,
whereby the group pitches in with ideas and builds upon them.
The second half of the formative evaluation process is for the
instructor to constantly monitor the participant and make changes
during the event. Do not hesitate to modify, add, or delete an any
instruction, even if it is achieving the objective, but is causing an
undue hardship on the participant. It is vital that any modifications or
changes be written down for future instruction.
Summative EvaluationThe summative evaluation of this instruction is two-fold, (1)
it provides feedback from the participant, social services,
nursing, family, and doctor after the instruction has been
provided, and (2) is creating a database of information for
future participants. As discussed earlier, it should be a
feedback into the formative stages of the current participant
for possible answers to issues already highlighted and
resolved.
Delivery of the summative evaluation will be two weeks out
from the instructional event and again at the six week mark.
The first evaluation will concentrate on the needs
assessment verses the outcome. Was the participant able to
take advantage of this social platform and increase his level
of socialization? Did he feel any type of release from the
bonds of the physical world? Did he continue to participate in
Second Life at all? Was his life enriched by this program?
Summative EvaluationA second evaluation should be completed by those who know this
person’s typical cognitive abilities and can identify changes of
attitude or behavior. My participant has certain nurses and certified
nursing assistants with which he discusses everyday life.
Finally, these evaluations will be subjective in nature due to the fact
the participant has already demonstrated his ability by completing
the objects and goals during instruction. The assessment sheets
are used for this purpose and should be referred back to when
conducting the evaluation with the participant. Some of the
questions have been added from the participant’s analysis
questionnaire. I would also like to test his abilities by having him
meet me at a certain time and place on Second Life.
Forms can be found at:
http://twwhiteley.com/education/education.html
Reference
Cohen-Mansfield, J., & Werner, P. (1998). The effects of an enhanced environment on nursing
home residents who pace. The Gerontologist, 38(2), 199-208.
Cutler, L. J., & Kane, R. A. (2006). Low cost practical strategies to transform nursing home
environments: Towards better quality of life. Retrieved from web address
http://www.pioneernetwork.net/Data/Documents/Cutler-Low-Cost-Practical-Strategies.pdf
Design Applause. (2013) Info graphics. the variables within design process. Retrieved from web
address http://designapplause.com/2012/infographics-the-variables-within- design-
process/31329
Rivlin, A. M., & Wiener, J. M. with Hanley, R., & Spence, D. (1988). Caring for the disabled
elderly: Who will pay? Table 2-4 (pp. 30-50) Washington, DC: The Brookings Institution.
Seels, B., & Glasgow, Z. (1998). Making instructional design decisions (2nd ed.) Upper Saddle
River, NJ: Merrill, Prentice-Hall