CHSOS dictionary
Actor - ANSIn health care simulation, professional and/or amateur people trained to reproduce
the components of real clinical experience, especially involving communication between health
professionals and patients or colleagues (Australian Society for Simulation in Healthcare).
Advocacy and Inquiry - ANS• A method of debriefing in which an observer states what was
observed or performed in a simulation activity (advocacy) or shares critical or appreciative
insights about it explicitly (advocacy) and then asks the learners for an explanation of their
thoughts or actions (inquiry)(Rudolph et al, 2007).
• Inquiry seeks to learn what others think, know, want, or feel; whereas advocacy includes
statements that communicate what an individual thinks, knows, wants or feels (Bolman & Deal,
2013).
Advocacy and Inquiry - ANSA method of debriefing in which an observer states what was
observed or performed in a simulation activity (advocacy) or shares critical or appreciative
insights about it explicitly (advocacy) and then asks the learners for an explanation of their
thoughts or actions (inquiry)(Rudolph et al, 2007).
• Inquiry seeks to learn what others think, know, want, or feel; whereas advocacy includes
statements that communicate what an individual thinks, knows, wants or feels (Bolman & Deal,
2013).
Alpha and Beta Testing - ANS• Alpha- early testing of a product by the developers or
programmers, but not by potential users. The purpose of alpha-testing is to find and resolve as
many 'bugs' or problems in the software that were unanticipated during the design and
development. (Lee-Jayaram et al, 2019)
• Beta - early testing of a software, program, simulation, or game, by potential users. The
purpose of beta-testing is identical to alpha-testing. (Lee-Jayaram et al, 2019)
Artificial Intelligence (AI) - ANSA system of computerized data-gathering and prediction that
models human behavior and decision-making with minimal human intervention. In healthcare
simulation, AI often refers to underlying programming that provides physiological or
systembased algorithm changes based on inputs from users and learners. Often paired with
machine learning, in which the software is programmed to alter algorithms and predictions
based on observed data and results without human intervention. Virtual patients use artificial
intelligence to react appropriately to the user or learner. (Bennett and Hauser, 2013)
Assessment - ANSRefers to processes that provide information about or feedback about
individual participants, groups, or programs. Specifically, assessment refers to observations of
progress related to knowledge, skills, and attitudes (KSA). Findings of assessment are used to
improve future outcomes (Scheckel, 2016; INACSL Standards Committee, 2016c, pp.
,S39-S40). • Involves measurement of the KSAs which can be recorded (Levine, DeMaria,
Schwartz, & Sim, 2014).
Formative - a type of assessment (sometimes called an evaluation) "wherein the facilitator's
focus is on the participant's progress toward goal attainment through preset criteria; a process
for an individual or group engaged in a simulation activity for the purpose of providing
constructive feedback for that individual or group to improve (National League for Nursing
Simulation Innovation Resource Center [NLN-SIRC], 2013; Scheckel, 2016)" (INACSL
Standards Committee, 2016c, p.S41).
Often completed at the same time as the instruction (Hamdorf & Davies, 2016), development of
the individual is the focus for the simulation objectives/outcomes to be reached (INACSL
Standards Committee, 2016c). • Summative - a type of assessment (sometimes called an
evaluation) "at the end of a learning period or at a discrete point in time in which participants are
provided with feedback about their achievement of outcome through preset criteria; a process
for determining the competence of a participant engaged in healthcare activity. The assessment
of achievement of outcome criteria may be associated with an assigned grade (NLN-SIRC,
2013; Scheckel, 2016)" (INACSL Standards Committee, 2016c, p. S41).
Performance of the individual is compared to a specific standard (Hamdorf & Davies, 2016). •
High-stakes - a type of assessment (sometimes called an evaluation) "associated with a
simulation activity
Assessor - ANS• A person who performs assessment of individuals according to pre-established
criteria.
• Assessors must have specific and substantial training, expertise, and competency in
assessment (Dictionary.com).
Augmented Reality - ANSA type of virtual reality in which synthetic stimuli are superimposed on
real-world objects, usually to make information that is otherwise imperceptible to human senses
perceptible (M&S Glossary). • A technology that overlays digital computer-generated information
on objects or places in the real world for the purpose of enhancing the user experience. • The
combination of reality and overlay of digital information designed to enhance the learning
process. • A spectrum of mixed-reality simulation that is part way between the real world and the
virtual world. • A form of virtual reality that includes head-mounted displays, overlays of
computer screens, wearable computers, or displays projected onto humans and manikins (D.R.
Berryman et al; M. Bajura et al; H. Fuchs et al).
Avatar - ANS• A virtual object used to represent a physical object (e.g., a human) in a virtual
world. • A graphical representation, typically three-dimensional, of a person capable of relatively
complex actions, including facial expressions and physical responses, while participating in a
virtual simulation-based experience. The user controls the avatar through the use of a mouse,
keyboard, or a type of joystick to move through the virtual simulation-based experience (Riley,
2008). • Controlled avatars may be either 1st-person perspective or 3rd-person perspective in
virtual simulations. A 3rd-person perspective places the view and camera so the user and
learner can see the controlled avatar (e.g., the player). A 1st-person perspective places the
camera such that the user and learner views the world through the eyes of the avatar (i.e., the
, controlled avatar is never visible on the screen). These perspectives only apply to screen-based
simulations using a mouse, keyboard, or joystick. Virtual Reality simulations are almost always
1st-person. (Schuurink and Toet, 2010)
Back Story or Backstory or Back-story - ANS"A narrative, which provides a history and/or
background and is created for a fictional character(s) and/or about a situation for a SBE
(Backstory, n.d.)" (INACSL Standards Committee, 2016c, p.S40). (Ed note: this can include the
back story provided to participants, standardized patients, and staff as required to support the
simulation activity)
• A method, particularly in some game-based simulations, "for creating design prompts, dialogs,
and interactions that contain realistic verbal behaviors and variability for multiple avatars or
non-player characters (NPCs) . . ." (Zachary, Zachary, CannonBowers, & Santarelli, 2016, p.
207). • Something that is developed by an author in games for characters that gives them their
characteristics and memories (Fairclough & Cunningham, 2004).
Behavioral Skills - ANSThe range of activities encompassed within the category of interpersonal
interaction, including bedside manner, interpersonal, teamwork, leadership and
communications. (Murphy, Nestel, & Gormley, 2019)
• The decision-making and team interaction processes used during the team's management of
a situation. (Gaba et al, 1998)
Brief (Briefing) - ANS• An activity immediately preceding the start of a simulation activity where
the participants receive essential information about the simulation scenario, such as background
information, vital signs, instructions, or guidelines. For example, before beginning a session,
faculty conduct a briefing about the scenario to review the information being provided to the
participants.
• The information and guidelines given to faculty or simulated patients participating in a
scenario to allow them to fully prepare for interactions with the participants. Briefing materials
could include a handover, physician referral letter, or an ambulance call transcript. For example,
at the start of the simulation scenario, participants receive a notification from ambulance
personnel regarding a patient being transported to their facility with a gunshot wound. (Alinier,
2011; Husebø et al., 2012)
Cave Automated Virtual Environment (CAVE) - ANSLarge cube wall structure inside which a
participant stands; the walls have projected images to simulate an immersive, virtual
environment, including shadows cast by the participant. CAVE participants use specialized
goggles for the illusion of stereoscopic depth when inside the CAVE. (Cruz-Neira et al, 1993).
Clinical Scenario - ANS• The plan of an expected and potential course of events for a simulated
clinical experience. A scenario usually includes the context for the simulation (hospital ward,
emergency room, operating room, clinic, out of hospital, etc.). Scenarios can vary in length and
complexity, depending on the learning objectives.
• A detailed outline of a clinical encounter that includes: the participants in the event, briefing
notes, goals and learning objectives, participant instructions, patient information, environmental
Actor - ANSIn health care simulation, professional and/or amateur people trained to reproduce
the components of real clinical experience, especially involving communication between health
professionals and patients or colleagues (Australian Society for Simulation in Healthcare).
Advocacy and Inquiry - ANS• A method of debriefing in which an observer states what was
observed or performed in a simulation activity (advocacy) or shares critical or appreciative
insights about it explicitly (advocacy) and then asks the learners for an explanation of their
thoughts or actions (inquiry)(Rudolph et al, 2007).
• Inquiry seeks to learn what others think, know, want, or feel; whereas advocacy includes
statements that communicate what an individual thinks, knows, wants or feels (Bolman & Deal,
2013).
Advocacy and Inquiry - ANSA method of debriefing in which an observer states what was
observed or performed in a simulation activity (advocacy) or shares critical or appreciative
insights about it explicitly (advocacy) and then asks the learners for an explanation of their
thoughts or actions (inquiry)(Rudolph et al, 2007).
• Inquiry seeks to learn what others think, know, want, or feel; whereas advocacy includes
statements that communicate what an individual thinks, knows, wants or feels (Bolman & Deal,
2013).
Alpha and Beta Testing - ANS• Alpha- early testing of a product by the developers or
programmers, but not by potential users. The purpose of alpha-testing is to find and resolve as
many 'bugs' or problems in the software that were unanticipated during the design and
development. (Lee-Jayaram et al, 2019)
• Beta - early testing of a software, program, simulation, or game, by potential users. The
purpose of beta-testing is identical to alpha-testing. (Lee-Jayaram et al, 2019)
Artificial Intelligence (AI) - ANSA system of computerized data-gathering and prediction that
models human behavior and decision-making with minimal human intervention. In healthcare
simulation, AI often refers to underlying programming that provides physiological or
systembased algorithm changes based on inputs from users and learners. Often paired with
machine learning, in which the software is programmed to alter algorithms and predictions
based on observed data and results without human intervention. Virtual patients use artificial
intelligence to react appropriately to the user or learner. (Bennett and Hauser, 2013)
Assessment - ANSRefers to processes that provide information about or feedback about
individual participants, groups, or programs. Specifically, assessment refers to observations of
progress related to knowledge, skills, and attitudes (KSA). Findings of assessment are used to
improve future outcomes (Scheckel, 2016; INACSL Standards Committee, 2016c, pp.
,S39-S40). • Involves measurement of the KSAs which can be recorded (Levine, DeMaria,
Schwartz, & Sim, 2014).
Formative - a type of assessment (sometimes called an evaluation) "wherein the facilitator's
focus is on the participant's progress toward goal attainment through preset criteria; a process
for an individual or group engaged in a simulation activity for the purpose of providing
constructive feedback for that individual or group to improve (National League for Nursing
Simulation Innovation Resource Center [NLN-SIRC], 2013; Scheckel, 2016)" (INACSL
Standards Committee, 2016c, p.S41).
Often completed at the same time as the instruction (Hamdorf & Davies, 2016), development of
the individual is the focus for the simulation objectives/outcomes to be reached (INACSL
Standards Committee, 2016c). • Summative - a type of assessment (sometimes called an
evaluation) "at the end of a learning period or at a discrete point in time in which participants are
provided with feedback about their achievement of outcome through preset criteria; a process
for determining the competence of a participant engaged in healthcare activity. The assessment
of achievement of outcome criteria may be associated with an assigned grade (NLN-SIRC,
2013; Scheckel, 2016)" (INACSL Standards Committee, 2016c, p. S41).
Performance of the individual is compared to a specific standard (Hamdorf & Davies, 2016). •
High-stakes - a type of assessment (sometimes called an evaluation) "associated with a
simulation activity
Assessor - ANS• A person who performs assessment of individuals according to pre-established
criteria.
• Assessors must have specific and substantial training, expertise, and competency in
assessment (Dictionary.com).
Augmented Reality - ANSA type of virtual reality in which synthetic stimuli are superimposed on
real-world objects, usually to make information that is otherwise imperceptible to human senses
perceptible (M&S Glossary). • A technology that overlays digital computer-generated information
on objects or places in the real world for the purpose of enhancing the user experience. • The
combination of reality and overlay of digital information designed to enhance the learning
process. • A spectrum of mixed-reality simulation that is part way between the real world and the
virtual world. • A form of virtual reality that includes head-mounted displays, overlays of
computer screens, wearable computers, or displays projected onto humans and manikins (D.R.
Berryman et al; M. Bajura et al; H. Fuchs et al).
Avatar - ANS• A virtual object used to represent a physical object (e.g., a human) in a virtual
world. • A graphical representation, typically three-dimensional, of a person capable of relatively
complex actions, including facial expressions and physical responses, while participating in a
virtual simulation-based experience. The user controls the avatar through the use of a mouse,
keyboard, or a type of joystick to move through the virtual simulation-based experience (Riley,
2008). • Controlled avatars may be either 1st-person perspective or 3rd-person perspective in
virtual simulations. A 3rd-person perspective places the view and camera so the user and
learner can see the controlled avatar (e.g., the player). A 1st-person perspective places the
camera such that the user and learner views the world through the eyes of the avatar (i.e., the
, controlled avatar is never visible on the screen). These perspectives only apply to screen-based
simulations using a mouse, keyboard, or joystick. Virtual Reality simulations are almost always
1st-person. (Schuurink and Toet, 2010)
Back Story or Backstory or Back-story - ANS"A narrative, which provides a history and/or
background and is created for a fictional character(s) and/or about a situation for a SBE
(Backstory, n.d.)" (INACSL Standards Committee, 2016c, p.S40). (Ed note: this can include the
back story provided to participants, standardized patients, and staff as required to support the
simulation activity)
• A method, particularly in some game-based simulations, "for creating design prompts, dialogs,
and interactions that contain realistic verbal behaviors and variability for multiple avatars or
non-player characters (NPCs) . . ." (Zachary, Zachary, CannonBowers, & Santarelli, 2016, p.
207). • Something that is developed by an author in games for characters that gives them their
characteristics and memories (Fairclough & Cunningham, 2004).
Behavioral Skills - ANSThe range of activities encompassed within the category of interpersonal
interaction, including bedside manner, interpersonal, teamwork, leadership and
communications. (Murphy, Nestel, & Gormley, 2019)
• The decision-making and team interaction processes used during the team's management of
a situation. (Gaba et al, 1998)
Brief (Briefing) - ANS• An activity immediately preceding the start of a simulation activity where
the participants receive essential information about the simulation scenario, such as background
information, vital signs, instructions, or guidelines. For example, before beginning a session,
faculty conduct a briefing about the scenario to review the information being provided to the
participants.
• The information and guidelines given to faculty or simulated patients participating in a
scenario to allow them to fully prepare for interactions with the participants. Briefing materials
could include a handover, physician referral letter, or an ambulance call transcript. For example,
at the start of the simulation scenario, participants receive a notification from ambulance
personnel regarding a patient being transported to their facility with a gunshot wound. (Alinier,
2011; Husebø et al., 2012)
Cave Automated Virtual Environment (CAVE) - ANSLarge cube wall structure inside which a
participant stands; the walls have projected images to simulate an immersive, virtual
environment, including shadows cast by the participant. CAVE participants use specialized
goggles for the illusion of stereoscopic depth when inside the CAVE. (Cruz-Neira et al, 1993).
Clinical Scenario - ANS• The plan of an expected and potential course of events for a simulated
clinical experience. A scenario usually includes the context for the simulation (hospital ward,
emergency room, operating room, clinic, out of hospital, etc.). Scenarios can vary in length and
complexity, depending on the learning objectives.
• A detailed outline of a clinical encounter that includes: the participants in the event, briefing
notes, goals and learning objectives, participant instructions, patient information, environmental