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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

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  • 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

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  • 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.

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  • 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.

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  • 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.

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    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).

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    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

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    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,

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    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.

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    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

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    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,

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    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

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    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.

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    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

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    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.

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    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%.

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    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

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    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

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    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

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    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

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    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.

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    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

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    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.

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    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