Upload
vodat
View
225
Download
0
Embed Size (px)
Citation preview
A Framework for the Development of an ECG Simulator
for Health Professionals
Tracy Paul Barill
Director and Trainer, Nursecom Educational Technologies
November 2000
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 2
Introduction
Make a better mousetrap, and the world will beat a path to your door.
Ralph Waldo Emerson
Within the education sector, private and corporate training accounts for $75 billion annually
and growing. Packer (2000) provides one explanation for this booming training industry: Changes in
technology, plus increased competition, fuel the demand for more education. Knowing how to learn
and adapt has become an invaluable skill (p. 41).
Many small training companies are entering this competitive training environment.
Competitive qualities such as imagination, speed, and a closer relationship with the learner strengthen
the positions of smaller training companies. The Internet is the great equalizer, providing an open
distribution channel for both the small and the mighty. The competitive edge is clearly with those
who offer products and services that are a best fit with the needs of the online learner.
The characteristics of the online learner may be evolving with the needs of the workplace.
Workers are now destined to experience several distinctly unique jobs through their lives. This trend,
together with a decade of downsizing, has prompted workers to increasingly focus on employability
rather than employment security (Short & Opengart, 2000, p. 60). Within this atmosphere, a new
type of learner is emerging, a free agent learner (FAL), defined as a learner who is engaged in self-
directed learning that is career specific and develops competencies that can promote employability
and career success (Packer, p. 41). The FAL wants easily accessible, fun, time-sensitive and
challenging learning opportunities (Martineau & Cartwright, 2000; Tapscott, 1998). Successful
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 3
deployment of online training activities to the FAL may also ensure a sellable product for corporate
customers.
Designing effective, efficient and engaging online training is the promised land of any
instructional designer (Milano & Ullius, 1998). In a competitive market, these features are vital yet
perhaps not enough. Attention to the deployment of training and the factors pertinent to the adoption
of each learning technology should also shape learning programs (Driscoll, 1999; Nielsen, 2000;
Rogers, 1995; Schrum & Berenfield, 1997; Surrey, 1999). With insight into the characteristics of the
free agent learner, training should be designed with a clear sense of the learners desire for rich,
contextually appropriate and time sensitive experiences (Csikszentmihalyi, 1990; Kearsley, 2000;
Surry, 1999).
Nursecom is a small training company that has entered the online training market. Committed
to satisfy the learning needs of health care professionals, Nursecom has provided programs in
advanced cardiac arrest management, dysrhythmia interpretation (The Six Second ECG), cardiac
physiology and emergency care. As a principal of this company and its primary trainer for the past
few years, I am recently involved in the instructional design, development and deployment of an
online training program in basic electrocardiogram (ECG) interpretation.
This paper presents the iterative process of instructional design and development of the online
Six Second ECG Simulator to its present point of completion. Particular focus is placed on the
literature and strategies used to develop a learning product for the free agent learner that is effective,
efficient, engaging, and utilized. As soon became evident with the instructional design of this online
training tool, the repurposing of course content the attempt to build a better mousetrap - was not
sufficient to realize success.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 4
Instructional Design and Development of the ECG Simulator
Background
The Six Second ECG is an accredited basic dysrhythmia interpretation course held in a variety
of settings from Port Albernie, British Columbia to Iqualuit, Nunavut, Canada. The one and two day
instructor facilitated program has evolved since its inception eight years ago. Currently, The Six
Second ECG is designed with a high level of flexibility to conform to the immediate needs of the
prospective learners. The course is offered both to critical care health care professionals as a review
and to non-healthcare military personnel as an entry program.
Nursecom conducted a needs assessment, a performance analysis and a context/learner
analysis of health professionals in critical care settings. The continued need for effective training in
ECG interpretation is apparent. ECG training content should challenge the learner to correctly
diagnose dysrhythmias and to understand the clinical significance of each cardiac rhythm.
The context/learner analysis revealed several important characteristics of potential learners
and their environment. In keeping with the description of a free agent leaner, the learner is
exceptionally time conscious. Being an adult learner, the learner may be drawn towards learning that
is more experiential, that protects rather than threatens their self-esteem, and that problem solves
perceived real-world situations. The adult learner is often an independent learner, bringing past
experience continually into the realm of learning (Driscoll, 1998).
The knowledge and skill of dysrhythmia interpretation demands both a conceptual and a
procedural type of learning. ECG analysis is systematic. Making sense of the ECG rhythm requires a
solid conceptual base.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 5
Earlier efforts developing online ECG programs were disappointing. The mantra
effective, efficient, engaging and utilized was not realized through the strategies implemented.
Heuristic and user evaluations confirmed that these ECG programs did not motivate the learner to
complete modules. After placing the online initiative on hold for a few months, researching further
literature sources and exploring successful online training initiatives, a new perspective began to
form.
These ECG training prototypes failed and would continue to fail despite revisions to their
interface. They were not engaging; nor were they readily utilized. The classroom course was re-
purposed into an online program without sufficient attention to the unique characteristics of the
online learner. In addition, the full potential of online technologies was not harnessed. Work towards
the implementation of the next prototype began based on: 1) successful deployment strategies of
other companies; 2) attention to time constraints of the learner; and 3) the combined influence of
Rogers Diffusion theory, Csikszentmihalyis Flow Theory and Banduras contributions in the areas
of self-efficacy and human performance.
The Design, Development and Deployment of An ECG Simulator
Overview
The first series of online training prototypes did not meet expectations. While much of the
literature in educational technology pointed to the benefits of online education and outlined a
prescriptive account of necessary online learning components, my experience with was less than
encouraging. Bolstering content with online technologies such as computer-mediated communication
does not in itself qualify as an engaging experience within the scope of the instructional objectives.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 6
What components or parameters are necessary in an online training program to best promote the
utilization and the transfer of skills to the workplace? This is the crux of the matter.
Effective instructional designers seem to draw from a multitude of diverse fields to arrive at
an exceptional product that more than satisfies the needs of learners. i.e. learning theory,
communication theory, marketing, technology diffusion theory, change theory, play theory,
instructional design, human-interface design, human factors research, computer programming,
engineering, sociology, business management theory, neural physiology and psychology. While a
separate paper could address the contributions of each field of study, of particular importance in the
development of this online training prototype is: 1) Rogers Diffusion of Innovation theory;
2) Csikszentmihalyis Flow theory; 3) Banduras model linking the role of self-efficacy to human
performance; and 4) the influence of time as a separate parameter.
Diffusion of Innovations
Instructional technology is a field of innovation (Surry, 1998, p. 2). Online training
incorporates several innovations such as the Internet, web browsers, computer technology, newer
learning paradigms such as constructivism and computer-mediated communication. The diffusion of
technologies as innovations does not follow an expected trajectory. For example, the superior Beta
video format was beaten to extinction by the more convenient but technologically inferior VHS video
format (VHS could fit an entire movie on one tape whereas Beta often required two tapes). Benefits
of an innovation do not guarantee its adoption. Daniel Surry points out that adoption of an innovation,
far from being a spontaneous, hit and miss, mystical act, is, at least in theory, the result of a fairly
well defined, orderly process (p. 3). Whether an individual adopts or rejects an innovation is
dependent on a host of personal, social and technical factors (Farquhar & Surry, 1994; Norman, 1998;
Rogers, 1995; Surry, 1998; Zemke, 2000).
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 7
Everett M. Rogers is regarded as the eminent scholar in the field of diffusion theory. In the
fourth edition of his book Diffusion of Innovations, two distinct applications of diffusion theory are
applicable to the instructional design and development of the ECG simulator: 1) a broader insight of
the learner with regards to whether they are typically early or early majority adopters; and 2) the
characteristics of innovations that determine their rate of adoption (1995).
The rate of adoption of an innovation or technology often follows a Bell curve plotted with
the number of adopters over time. Diffusion research has parceled areas under the curve into groups
respective of the rate of adoption. Those first to adopt innovations are named innovators. Everett
describes innovators as having an obsession with innovations and technology. With the Internet, these
would be those who had Internet access in the first year of the World Wide Web. Early adopters are
those who adopt an innovation after the innovator. Socially, the early adopter is found to be a more
integrated part of the local social system than innovators [and] has the greatest degree of opinion
leadershipis considered by many as the individual to check with before using a new idea
(Rogers, 1995, p. 264). Innovators and early adopters account for a combined 16% of an innovations
potential market.
The early majority account for a third of potential adopters and typically are more cautious
about accepting new ideas and technologies. At the present growth of the Internet, most of those
online are considered part of the early majority. As a result, online training companies must cater to
this group, providing a product/service that meets or exceeds those already available in training
facilities. Advantages of the innovation must be clearly communicated and the friction common with
change should be minimized.
Closely tied to adopter categories are the attributes of an innovation and their influence on an
innovations rate of adoption. Rogers states, The perceived attributes of an innovation are one
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 8
important explanation of the rate of adoption of an innovation. From 49 to 87 percent of the variance
in adoption is explained by five attributes: relative advantage, compatibility, complexity,
trialability, and observability (1995, p. 206). A perceived relative advantage of an innovation
positively influences its rate of adoption. An innovations compatibility with existing practices fosters
rate of adoption. An innovations complexity is inversely related to its rate of adoption. Trialability,
the ability to try out an innovation before adopting, favorably influences rate of adoption. Finally,
observability can promote the rate of adoption by exposing others to a favorable innovation.
Once online training is perceived and respected as an innovation, diffusion theory provides
welcome direction to the qualities of the online training product. Since the market largely consists of
early majority adopters, a training program may benefit considerably from a design that is attentive to
the five attributes that influence rate of adoption. While the early adopters may be more willing to
overlook weaknesses of a product, the early majority will focus on an innovations compatibility,
trialability and level of complexity. By designing a training program according to these criteria, an
online training program is much more likely to be utilized by the learner.
Flow Theory
Don Tapscott claims that interactive learning is shifting for the free agent learner (FAL) from
learning as torture to learning as fun (1998, p. 147). Online training companies such as Ninth
House, Decision Architects and Corporate Gameware have built their training programs and their
businesses on entertaining, interactive learning games (Filipzcak, 1997). Marshall Jones, who has
studied computer games, believes that online training programs can benefit from the level of
engagement commanded by many computer games (1999).
From a business perspective, a learner who enjoys a learning experience will return again and
will feel obliged to share their experience from others. From the position as instructional designer,
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 9
learning concepts such as attention and retention are encouraged when learning is engaging and
enjoyable (Bandura, 1995). The question, then, is what conditions yield an enjoyable, memorable
experience? A decade of research by Mihaly Csikszentmihalyi resulted in a popular book called
Flow: The Psychology of Optimal Experience. While several psychological theories explain
enjoyment, Flow theory also provides guidance on how to create effective learning conditions for
Flow and enjoyment to occur.
Csikszentmihalyi believes that enjoyment is intimately related to learning, to increasing the
level of complexity in consciousness (growth) and to a sense of accomplishment. This sense of
optimal experience also seems to be cross-cultural. Enjoyment is associated with the presence of eight
major components:
1. we confront tasks we have a chance of completing
2. we must be able to concentrate on what we are doing
3. the task has clear goals
4. the task provides immediate feedback
5. one acts with a deep but effortless involvement that removes from awareness the
worries and frustrations of everyday life
6. people can exercise a sense of control over their actions
7. concern for the self disappears, yet paradoxically the sense of self emerges stronger
after the flow experience is over; and
8. the sense of the duration of time is altered; hours pass by in minutes, and minutes can
stretch out to seem like hours.
Flow, or experiential enjoyment, occurs when reading, playing sports, engaging in a chess game or
being challenged by a computer game for example.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 10
Games are a natural fit with flow experiences. Clearly stated goals, the use of a variety of
skills, a time clock to prompt us to focus on the present, a sense of risk and rules that demand
complete involvement all seem to provide an ideal environment for an enjoyable, albeit challenging
experience (Pearce, 1998). Flow theory provides rationale for learning activities that are, or are not,
enjoyable. The first series of ECG training prototypes may have appealed to some learners but many
more would find them dry. Previous prototypes had clear goals and the means to accomplish the goals
but qualities such as learner control and program feedback was minimal.
Deciding on a simulator and game format for online ECG training follows directly from Flow
theory. By including features such as are outlined by Csikszentmihalyi within a learning environment,
the learner is more likely to enjoy the experience, retain knowledge through the experience, and share
the experience with others.
Self-Efficacy
Diffusion theory affected the efficiency and utility of the ECG Simulator. Flow theory helped
with its design, promoting a high level of engagement while indirectly strengthening the programs
effectiveness in facilitating knowledge acquisition and retention. Attention to the work of Albert
Bandura on self-efficacy offers much to increase the likelihood that the ECG training is successfully
implemented in the workplace.
Bandura, a learning theorist known for the Social Cognitive Theory of learning, sensed that a
key component was missing with his theory. Why were there significant disparities between learning
and subsequent performance? Bandura believed, as did Piaget, that learning was an inherent human
capability, even a human need. Learning, though, did not naturally lead to performance. In other
words, a person knew how to perform but chose not to perform. Bandura realized that this bridging
factor between learning and performance was not reinforcement as behaviorists claimed. Even with
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 11
substantial external or internal reinforcement, performance was often absent. Constructivism could
not explain this phenomenon adequately. Allowing for exploration and understanding on the part of
the learner and increasing probability of success with inclusion of suitable reinforcement did not
always result in improved or sustained performance. Bandura came to see this bridging factor as a
self-belief called self-efficacy.
Self-efficacy is defined as the belief in ones capabilities to organize and execute the
sources of action required to manage prospective situations (Bandura, 1986). Bandura and his
colleagues came to believe that how people behave can often be better predicted by their beliefs
about their capabilities than by what they are actually capable of accomplishing (Pajares, 2000).
Michael Jaffe describes self-efficacy:
Success raises efficacy self-evaluations and failure lowers them, especially if one is a novice
or at some early point in the learning sequence. Once established, enhanced self-efficacy tends
to generalize to other situations, though generalization effects occur most predictably in
activities that are most similar to those in which self-efficacy has been improved (1995).
Bandura (1999) and Pajares (2000) are quick to caution that self-efficacy pertains to a distinct task,
process or skill. Self-efficacy is not a personality trait. Thus, teaching must remain an individualized,
task-specific process with attention to self-efficacy important despite a students proficiency in other
domains.
Bandura proposes that there are four main influences on the development of self-efficacy:
Mastery beliefs: this is perhaps the most powerful and authentic determinant of self-
efficacy. Mastery beliefs result from successful or unsuccessful performances.
Performances that are successful lead to increased confidence in ones capabilities for that
specific task. If ones self-efficacy is directly related to whether one chooses to perform,
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 12
then one will choose to perform only those skills associated with some prior success
(Tripp, 1999);
Vicarious experiences: internalized beliefs based on observation of role models;
Social Persuasion: referred to as the weakest of all contributors to self-efficacy, verbal and
emotional coaching from others at least temporarily affects self-efficacy. Often, social
persuasion and appropriate reinforcement is an effective combination to initiate
performance. One or more acceptable experiences ensures sustained performance
(mastery);
Physiological and Emotional State: physical and emotional conditions such as anxiety,
anger, pain and pleasure will reduce or enhance self-efficacy (Jaffe, 1995).
Research into self-efficacy provides further insight into human performance. First, high self-efficacy
is strongly related to the effort one makes in accomplishing a task. Perhaps this explains why people
that are confident in their abilities work harder to completion (which then strengthens ones high self-
efficacy). Third, individuals with high self-efficacy persist in tasks longer to achieve successful
completion. Fourth, high self-efficacy is associated with stronger resilience. If people are more
influenced by their sense of self-efficacy than by their expectations of outcomes, significant attention
should be placed on the self-efficacy of learners.
An online training simulator could encourage ones mastery beliefs and lead to positive
emotional connections with the activity of interpreting ECGs, particularly if the simulator was simple
to operate. A simulators availability would be directly related to its ability to influence self-efficacy
through vicarious experiences or social persuasion. Human performance could theoretically be
enhanced by learning activities that were similar to the workplace while removing some of the
emotional behaviours such as anxiety. The concept of self-efficacy and its associate parameters point
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 13
to the potential effectiveness of an online simulator to facilitate successful interpretation of ECGs in
the workplace.
Time Parameters
Time permeates through virtually every decision, every design and every technology. Over
the past ten years, the Internet has helped to redefine acceptable time parameters. The term Internet
time has recently been coined to refer to the action/reaction cycle occurring almost instantaneously
(Grove 1999; Tapscott, 1996; Tapscott, 1998). Marketers, experts in identifying social trends, refer to
the attention economy (Drucker, 1999;Godin, 2000). Products and services that are designed to
account for a customers lack of available time have a distinct advantage.
Training and education is not immune to the influence of Internet time. A short decade ago,
training and education was offered as courses that ranged in duration from days to months with
specified start and finish dates. Today knowledge objects, anywhere/anytime learning modules, and
immediate automated performance evaluation are becoming the norm in a competitive learning
market. Surging training companies like Ninth House successfully utilize a business model that
provides short (less than 15 minutes) learning experiences online.
Seth Godin, a marketing guru, speaks of a products friction in the market (Godin, 2000). One
significant contributor to friction by most online training programs is the inordinate time demands
placed on the learner. The free agent learner wants to become knowledgeable and skilled in the
shortest period possible. An online learning program that is able to facilitate knowledge integration in
less than five minutes would fit well with the FALs expectations. Attention to time shaped much of
the design of the simulator and helped to revise the learning environment to one that is more efficient
than the first series of prototypes.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 14
The ECG Simulator
Technology
A weakness of the first series of ECG training prototypes was their dependence on various
technologies such as dynamic HTML, JavaScript, and RealAudio that are not ubiquitous across all
web browsers. A suitable technology in the development and deployment of an online simulator for
most online learners was not available at the time that the first prototypes were released. Today, a
technology called Flash can replace the functionality offered by several tools with over 75% of web
browsers equipped with a Flash Player (Macromedia, 2000).
The ECG simulator was created with Flash 4.0 technology of Macromedia Inc. Flash is a
program generally used to create animated web pages. Two years ago, it released version 4.0 with
expanded features including the ability to create a high level of interactivity within a web page. Flash
has been bundled with both Internet Explorer and Netscape since their third generation releases. As a
result, Flash technology is almost ubiquitous for those accessing the Internet (Macromedia claims that
200 million Flash players have been distributed). Designed as a web-based multimedia development
tool, Flash applications can include text, graphics, sound, video and animations within a highly
interactive environment. Its vector-based graphics and advanced compression algorithm enables
developers to offer small applications sufficient to those with slower modems.
For the learner, Flash is often transparent. Learning applications reside within web pages. The
user may be prompted to download a newer version of Flash (i.e. Flash 5.0) if the application
warrants the functionality of the latest version. While the newest Flash 5.0 was available, the
simulator was released in Flash 4.0 to make the learning experience as smooth, frictionless and
simple as possible (Godin, 2000;Rogers, 1995). Sound was not included in the ECG simulator at this
point due to the existing diversity in the processing power of personal computers, with the
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 15
expectation that some computers would be heavily taxed with the use of sound as well. Applications
created in Flash also possess significant security features, protecting the integrity of the training
program for both the learner and the course developer.
Structure and Function
The ECG simulator took over three months and over fifty alpha versions to arrive at the beta
version released at the site http://www.skillstat.com/ECG_Sim.html. The simulator is 100k in size
and downloads through a 56k modem in about 8 seconds. Overall, the simulator functions as a
learning tool for learners who are novices with limited prior exposure to ECG interpretation.
The cardiac rhythm simulator begins with an introductory screen where the participant is
prompted to enter their name or nickname and then click Start. This introduction displays the
progress of downloading and also makes the experience more personal with later feedback that uses
the learners name in the message.
2000 Nursecom Educational Technologies
http://www.skillstat.com/6sECG_rdm.html
Online ECG Training for the Free Agent Learner 16
Figure 1. Welcome Screen
Upon clicking on Start, the next screen is displayed. This default screen is the learning mode
of the simulator. You can access either the Learn mode or the Game mode through the Option menu
title at the upper left corner of the screen. Note that the 'Start' button begins an animated sinus
tachycardia across a blank window. The Freeze button stops the rhythm and places a grid under the
rhythm for reference. For example, once frozen, the rhythm's intervals and rate can be quickly
determined. For a closer look, right click the mouse on the screen that you want magnified and
choose Zoom In. Note that resolution is not lost (the graphics are vector art rather than pixilated
images). To return to the original screen magnification, right-click again and choose Zoom Out, Show
All or 100%.
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 17
Figure 2. Display of the Learn mode.
Each rhythm named is a functional button that begins an animated cardiac rhythm of its namesake.
Note the blue box at the bottom of the screen. This is a reference window, providing brief details on
the characteristics and significance of each rhythm.
Choosing Game mode adds a few extra features to the interface. First, a time clock is docked
on the left side of the rhythm window and to the right is a scoreboard. Also find a Reset button that
begins the game anew with each click. The objective of the game or challenge is to correctly identify
as many rhythms as possible within a certain time frame. The Time menu offers three choices: one
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner 18
minute, three minutes, and no limit to the time taken. The learner can choose a suitable time after
choosing Game mode for feedback at the end of the time frame chosen. Default time for a game is
one minute.
Figure 3. Display in Game mode. Note the time clock and scoreboard. Once the Start button is
clicked, the reference window disappears during the game.
In Game mode, the Freeze button will stop the rhythm and make visible the reference grid
(like Learn mode) but the time clock does not stop. After beginning the game by clicking on Start,
animated rhythms are generated randomly. Click on the appropriate rhythm name to identify the
2000 Nursecom Educational Technologies
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
19
rhythm. If the choice is correct, Correct is displayed below the rhythm names. A Correct stops the
clock. Click on Continue to continue the game and the clock. If the rhythm name chosen does not fit
the cardiac rhythm displayed, a Try Again will be displayed and the clock will continue.
If a time frame of one minute or three minutes were chosen, the game/challenge concludes at
the end of the respective time period. At the conclusion of the game, personal feedback is provided on
total attempts tried, percent correct, and the average time taken to correctly identify cardiac rhythms
along with a little personalized encouragement. Choosing Reset and then Start begins a new game.
Support is provided to the learner/user through the Help menu. The Help Index is a one-stop
web page to access various resources such as a selection of learning modules in ECG interpretation, a
quick guide to ECG interpretation, directions on using Flash and links to outside resources or the
course developer. Subsequent buttons of the drop menu allow for direct link to the respective web
page.
Time and the User-Interface
The simulator takes as little as two minutes to review ECG rhythms or assess ones
proficiency at ECG interpretation. This short time frame is in keeping with the available time of the
FAL. Time is used within the Game mode in a time clock to make the game a finite entity. By having
a time clock, learners are encouraged to fully immerse themselves in the learning/assessment activity.
Together with clearly stated game objectives and a high level of user control, the immersive nature of
the simulator potentially facilitates a state of flow or enjoyment for the learner/user.
With an activity that can be accomplished in less than a few minutes, the opportunities for
frequent visits increase. With frequent visits, learners are expected to be more successful at ECG
interpretation, thus fostering a sense of self-efficacy and the application of ECG interpretation skills
in the workplace. Note that the animated quality of the ECG simulator closely reflects an ECG
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
20
rhythm at the patients bedside. Realistic, repeated reinforcement promotes retention on the
knowledge and skills. The learners could cyclically assess their knowledge and knowledge gaps
(Game mode) then quickly address the knowledge gaps (Learn mode).
The interface was designed to be as simple as possible while allowing maximum
functionality. The design process strived to continually balance white space, functionality, and
simplicity to minimize complexity for the learner. By using virtually identical interfaces in Game
mode and Learn mode, the user was not required to learn a new interface. Colors were used to
highlight buttons (i.e. Start button is consistently red) and to categorize the ECG rhythms (i.e. all
ventricular rhythms are black). Flow theory, the concept of time, diffusion theory and self-efficacy
served as perceptual filters not only with the design of the interface but throughout the full iterative
process of the development of the ECG simulator.
Deployment
Deployment is an important component of instructional design and development. Instructional
designers should be mindful of the deployment strategies throughout all stages of design (Milano &
Ullius, 1998). Diffusion theory, with its description of the learner adoption qualities and the preferred
characteristics of an innovation with regards to its rate of adoption, supports deployment strategies.
The ECG simulator was created to be used. Therefore, attention to the five factors that affect rate of
adoption is vital.
The relevant advantage of the ECG simulator over the first prototype is inherent in many
features mentioned earlier. The ECG simulator closely approximates a learning program that is
efficient, effective and engaging. Pilot testing of the simulator to over sixty nurses and paramedics
yielded much insight into its design, weaknesses and strengths. While revisions are planned, the
majority of the feedback was very positive. Learners claimed to visit the simulator regularly, to be
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
21
able to navigate through both modes in less than a minute, to enjoy the experience and to quickly fill
in the gaps in their knowledge with regards to interpreting ECGs.
Simplicity, the opposite of complexity, was one of the main themes in the development of the
ECG simulator. Mention has already been made of the work towards a simple user interface. The
choosing of Flash 4.0 instead of the latest version favored simplicity of download. Within the web
site, access to the simulator is only two mouse clicks away. The ECG simulator is planned to expand
to include over 100 rhythms and additional features as a sellable product. By providing the basic
version, the user is able to quickly become familiar with the interface without the complexities of a
full-featured product.
The ECG simulators close resemblance to current practice enhances its rate of adoption. By
offering the simulator free, its trialability and observability are encouraged. The presence of a Share
Me button in the right upper corner enables the learner to quickly share the simulator with one or
more online colleagues. The potential dissemination by this method is exponential provided the
innovation does foster steady rates of adoption and minimal friction exists in the innovations
implementation (Godin, 2000).
The learners comments included The CardiacSim offers a quick review. I feel as though I
can now identify the rest of the rhythms that I dont see regularly. A useful tool. The ECG simulator
seems to foster a positive self-efficacy, a crucial criterion in the transfer of learning to performance in
the workplace. Other learners reported how time seemed to fly by, that they wanted to try and
better their game scores, and that the game was fun. Two learners challenged each other in a
competition for the highest accuracy of ECG interpretation and the greatest number of correctly
interpreted ECGs. All of these descriptors are in line with parameters of Flow.
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
22
The ECG simulator is designed to enhance its rate of adoption by attending to Rogers five
aforementioned attributes of a successful innovation. The simulators strength in creating an
engaging, positive learning experience support the direction provided by the literature with regards to
Flow theory and self-efficacy respectively.
The ECG simulator is currently in its beta version. Expected revisions include linking every
rhythms reference content with an online training module that provides sufficient depth for the
motivated learner. Each of the modules would include a smaller, tailored simulator to help the learner
retain and reinforce knowledge and skills. One of the Internets greatest strengths is in its ability to
deliver bits, connect with resources and share globally. It is this feature that is utilized in the ECG
simulator. The inclusion of a button within the interface to publish the learners score live on a web
site may be included if a new round of user testing proves this a desirable feature.
Additional challenging games will supplement the existing game. For example, the learner
could be challenged to identify other pertinent components of an ECG such as its relationship with
cardiac output, atrial kick, ST changes, myocardial ischemia and electrolyte imbalances. A separate
simulator to assess or reinforce each of these components could be developed. The full complement
of features could be included in a training program to be downloaded upon purchase. Each revision
would be designed based on principles of instructional design, diffusion theory, flow theory, and self-
efficacy with attention to the scarcity of the learners time.
Conclusion
Recently, Nursecom launched an initiative to augment its training programs with online
training programs and online learning tools. The first training program to be available online is The
Six Second ECG, a course in electrocardiogram interpretation. One hurdle facing Nursecom was to
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
23
provide an online learning program that was effective, efficient and engaging within the technological
constraints of the Internet. The second hurdle was facilitating the adoption of this training innovation.
Over the past few years, several prototypes were developed. The latest prototype benefited
from the failures of earlier ones together with new insight into what factors may be significant in
developing an online training program that is efficient, effective, engaging, and utilized. The
influence of Rogers Diffusion theory, Csikszentmihalyis Flow theory, Banduras work linking self-
efficacy with human performance and the important parameter of time have all provided a complex,
non-linear lens to viewing instructional design. The ECG simulator reflects a culmination of these
four factors together with the countless contributions of other fields of study towards exemplary
instructional design.
Several questions remain. From a training standpoint, are learning tools ideal for the FAL?
Are modular text and graphic learning environments a match for the career-focused professional?
Would the typical online training module benefit from the inclusion of a selection of learning games
or other engaging activities?
The ECG Simulator has enjoyed a favorable reception as a standalone learning tool and as a
technology to support the classroom workshop, The Six Second ECG. Nursecom may have found its
unique selling position: create training experiences that are effective, efficient, engaging and utilized
for the free agent learner.
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
24
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
25
References
Bandura, A. (1999). Self-Efficacy: The Exercise of Control. Freeman: New York
Beer, V. (2000). The Web Learning Fieldbook: Using the World Wide Web to Build
Workplace Learning Environments. San Francisco: Jossey-Bass Pfeiffer.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York:
Harper & Row. Dick, W. & Carey, L. (1996). The Systematic Design of Instruction (4th ed.). New York: HarperCollins Publishers.
Driscoll, M. (1998). Web-Based Training: Using Technology to Design Adult Learning
Experiences. San Francisco: Jossey-Bass Pfeiffer.
Drucker, P.F. (1999). Management Challenges of the 21st Century. New York: Harper
Business.
Equity Research (2000). Corporate e-Learning: Exploring a New Frontier. [Online]. Available
at http:///www.internettime.com.
Farquhar, J. & Surry, D. (1994). Adoption Analysis: An Additional Tool for Instructional
Developers. Education and Training Technology International, 31 (1), 19-25.
Filipzcak, B. (1997). Training Gets Doomed. Training, 38, 24-34.
Fister, S. (1999). CBT Fun and Games. Training Magazine, 36, 68-73.
Fosnot, C. (1996). Constructivism: Theory, Perspectives, and Applications. Townsend: Chicago.
Godin, S. (2000). Ideavirus. [Online]. Available at http:// www.ideavirus.com.
Gilbert, L. & Moore, D.. (1998). Building Interactivity into Web Courses: Tools for Social and Instructional Interaction. Educational Technology, 29-35.
http:///www.internettime.comhttp://www.ideavirus.com/
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
26
Grove, A. (1999). Only the Paranoid Survive: How to Exploit the Crisis Points That Challenge Every Company. New York: Bantam Books. Hall, B. (1997). Web-Based Training Cookbook. Toronto: Wiley Computer Publishing.
Jaffe, M.J. (1995). Media Interactivity, Cognitive Flexibility, and Self-Efficacy. [Online] http://research.haifa.ac.il/~jmjaffe/Dissert/. Jones, M. (1998). Creating Electronic Learning Environments: Games, Flow, and The User Interface. In Proceedings of Selected Research and Development Presentations at the National Convention of the Association for Educational Communications and Technology. Presented in St. Louis, MO, February 18-22, 1998
Kearsley, G. (1998). Social Learning Theory. [Online]
http://www.gwu.edu/~tip/bandura.html. Kemp, J., Morrison, G. & Ross, S. (1996). Designing Effective Instruction (2nd ed.). Columbus, Ohio: Prentice Hall. Khan, B. (1998). Web-Based Instruction (WBI): What Is It and Why Is It?. In B. Khan (Ed.), Web-Based Instruction (pp. 5-18). Englewood Cliffs, New Jersey: Educational Technology Publications. Kristoff, R. & Satran, A. (1995). Interactivity by Design. Mountain View, California: Adobe Press.
Landauer, T. K. (1996). The Trouble with Computers: Usefulness, Usability, and
Productivity. Cambridge, Massachusetts: MIT Press.
Lee, S.H. & Boling, E. (1999). Screen Design Guidelines for Motivation in Interactive
Multimedia Instruction: A Survey and Framework for Designers. Educational Technology, 19-26.
http://research.haifa.ac.il/~jmjaffe/Dissert/http://www.gwu.edu/~tip/bandura.html
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
27
Macromedia Inc. (2000) Macromedia Shockwave and Flash Player Adoption Statistics. [Online]. Available at http://www.macromedia.com/software/player_census/ .
Martineau, J. & Cartwright, T. (2000). FALs: Friend or Foe?. Training & Development, 54,
40-55. Milano, M. & Ullius, D. (1998). Designing Powerful Training: The Sequential-Iterative Model. San Francisco: Jossey-Bass Pfeiffer. Negroponte, N. (1995). Being Digital. New York: Alfred A. Knopf. Nielsen, J. (2000). Designing Web Usability. Indianapolis, Indiana: New Riders Publishing. Norman, D. (1998). The Life Cycle of a Technology: Why Is It So Difficult for Large Companies to Innovate. [Online] Available at http://www.jnd.org/dn.mss/life_cycle_of_techno.html.
Packer, A. (2000). Getting to Know the Employee of the Future. Training & Development, 54, 39-43.
Pajares, F. (2000). Schooling in America: Myths, Mixed Messages, and Good Intentions (Great Teacher Lecture Series). [Online] Available at http://www.emory.edu/EDUCATION/mfp/GreatTeacherLecture.html.
Pajares, F. (1999). Albert Bandura: Biographical Sketch. [Online] Available at
http://www.emory.edu/EDUCATION/mfp/bandurabio.html.
Pajares, F. (1996). Current Directions in Self Research: Self-Efficacy (Annual Meeting of the
American Educational Research Association, New York, April, 1996). [Online] Available at
http://www.emory.edu/EDUCATION/mfp/aera1.html.
Pearce, C. (1997). The Interactive Book. Indianapolis, Indiana: MacMillan Technical Publishing.
http://www.ideavirus.com/http://www.jnd.org/dn.mss/life_cycle_of_techno.htmlhttp://www.emory.edu/EDUCATION/mfp/GreatTeacherLecture.htmlhttp://www.emory.edu/EDUCATION/mfp/bandurabio.htmlhttp://www.emory.edu/EDUCATION/mfp/aera1.html
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
28
Rieber, L. (1996). Seriously Considering Play: Designing Interactive Learning Environments
Based on the Blending of Microworlds, Simulations, and Games. Educational Technology Research
and Development, 44, 43-58.
Rogers, E. M. (1995). Diffusion of Innovations. 4th ed. Toronto: The Free Press. Romiszowski, A. (1997). Web-Based Distance Learning and Teaching: Revolutionary Invention or Reaction to Necessity? In B. Khan (Ed.), Web-Based Instruction (pp. 25-40). Englewood Cliffs, New Jersey: Educational Technology Publications. Rothwell, W. & Kazanas, H. (1998). Mastering the Instructional Design Process. 2nd ed. San Francisco: Jossey-Bass Publishers. Schrum, L. & Berenfield, B. (1997). Teaching and Learning in the Information Age: A Guide to Educational Telecommunications. Toronto: Allyn and Bacon.
Short, D. & Opengart, R. (2000). FALs: Friend or Foe?. Training & Development, 54, 60-63.
Squires, D.(1999). Educational Software for Constructivist Learning Environments:
Subversive Use and Volatile Design. Educational Technology, 48-53.
Surry, D. (1998). Diffusion of Instructional Innovations: Five Important Unexplored Questions. Evaluative Reports, 142, 1-17.
Tapscott, D., Lowy, A. & Ticoll, D.. (1998). Blueprint to the Digital Economy: Creating
Wealth in the Era of E-Business. Toronto: McGraw-Hill.
Tapscott, D. (1998). Growing Up Digital: The Rise of the Net Generation. Toronto: McGraw-
Hill.
Tennyson, R. & Nielsen, M. (1998). Complexity Theory: Inclusion of the Affective Domain
in an Interactive Learning Model for Instructional Design. Educational Technology, 7-12.
Online ECG Training for the Free Agent Learner
2000 Nursecom Educational Technologies
29
Tripp, M. (1999). Perspectives on the Development and Influence of Self-Efficacy Beliefs.
[Online] Available at http://www.umm.maine.edu/BEX/students/MarkTripp/mt310.html.
Waters, C. (1996). Web Concept & Design. Indianapolis: New Riders Publishing.
Zemke, R. (2000). How Change Really Happens. Training, 37 (10), 122-126.
http://www.umm.maine.edu/BEX/students/MarkTripp/mt310.html
A Framework for the Development of an ECG Simulator for Health ProfessionalsTracy Paul Barill
IntroductionInstructional Design and Development of the ECG SimulatorBackgroundThe Design, Development and Deployment of An ECG SimulatorOverviewDiffusion of InnovationsFlow TheorySelf-EfficacyTime Parameters
The ECG SimulatorTechnologyStructure and FunctionTime and the User-InterfaceDeployment
Conclusion