The Pulse Physiology Platform is an open-source software application designed to enable accurate and consistent, real-time physiologic simulations for improved medical training and clinical decision-making tools. The platform includes a physiology engine comprised of well-validated lumped-parameter models, differential equations representing feedback mechanisms, and a pharmacokinetic/pharmacodynamic model. The platform also includes a common data model for standard model and data definitions and a common software interface for engine control and robust physics-based circuit and transport solvers. The Pulse Platform has been incorporated into a number of commercial, research, and academic tools for medical simulation. Significance: The Pulse Platform is an innovative, well-validated, open-source tool for medical modeling and simulation in the training and clinical decision-making field.
The ludic, or gamelike, potential of simulations used in training is explored in this project, in which a prototype game was developed that had the mandate to train first responders to manage explosive blast incidents using an entertaining and engaging learning experience. One hypothesis and one question were postulated. The hypothesis was that the ludic component would make the game engaging, and therefore enhance learning, and the question was, “how will this type of game work within a curriculum instead of as traditional standalone training?” To test the hypothesis, surrogate end-users (N=42) participated in a formative evaluation study of the prototype, in which their feedback was solicited about all aspects of the game, including ease of use, coverage of subject matter, perceived usefulness, accuracy, realism, and immersion (i.e., extent to which they were engaged). To answer the question, the study team observed the students and instructors during the formative evaluation and collected impressions and feedback about the learning dynamic during testing. Results of the study supported the hypothesis, and led to some important realizations about the educational contexts that may work best for this type of training, i.e., that this type of game works well as a lab component of a course. After the game was modified based on the evaluation results, the game was used in live training, and subsequently reported to meet the needs of end users while achieving an appropriate blend of instructional and game design.
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