2014
DOI: 10.5430/jbgc.v4n2p49
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Integrating Google Glass into simulation-based training: experiences and future directions

Abstract: Background: Education experts are starting to explore the potential uses of wearable technology and augmented reality in simulation-based training. In this article, we summarize our experiences with using Google Glass in simulation-based training and discuss potential future directions with this advanced technology. Methods:Emergency medicine residents and medical students participated in a pilot study where each team captain was asked to wear Google Glass during 15 separate simulation-based training sessions.… Show more

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Cited by 32 publications
(25 citation statements)
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“…Many of the affordances of wearable technologies identified by the respondents were also identified in the literature, for instance: access to in-situ information, recording and feedback (Coffman & Klinger, 2015), communication and distribution of resources (de Freitas & Levene, 2003), hands-free access and first-person view (Wu et al, 2014), simulation through reenactment and increased engagement and presence through immersion (Yamauchi & Nakasugi, 2003). Yet none of these sources came close to identifying all of the affordances outlined by their colleagues.…”
Section: Discussionmentioning
confidence: 98%
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“…Many of the affordances of wearable technologies identified by the respondents were also identified in the literature, for instance: access to in-situ information, recording and feedback (Coffman & Klinger, 2015), communication and distribution of resources (de Freitas & Levene, 2003), hands-free access and first-person view (Wu et al, 2014), simulation through reenactment and increased engagement and presence through immersion (Yamauchi & Nakasugi, 2003). Yet none of these sources came close to identifying all of the affordances outlined by their colleagues.…”
Section: Discussionmentioning
confidence: 98%
“…The hands-free nature of the device meant that it did not interfere in the role-play in any way. This led the research team to conclude that wearable devices could offer unique advantages in role-play based learning contexts with few negative consequences (Wu et al, 2014).…”
Section: Research On the Use Of Wearable Technologiesmentioning
confidence: 99%
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