3November2023
We are pleased to announce an interactive simulation entitled Pain Puzzles: A Virtual, Guided Clinical Simulation in Effective, Individualized Pain Management Approaches was created for the Opioid REMS Education Initiative in collaboration with Clinical Care Options.
15October2022
This paper by Robinson, et al, demonstrates a 400% improvement in clinical decision making within AliveSim through corrective mentoring, a unique feature of the platform.
A snapshot from the paper: “A total of 765 primary care providers (PCPs) and 103 endocrinology providers participated in the simulation. Across all four simulations, only 15% of decisions were optimal on the first selection. At baseline, the most challenging topics were evaluating comorbidities and optimizing the use of SGLT-2 inhibitors (13% and 3% optimal decisions made, respectively). However, after corrective mentoring, there was a 400% relative increase in optimal decisions made."
Visit the article here: Harnessing Simulation-Based Corrective Mentoring in Continuing Medical Education to Improve Clinical Decision Making and Identify Persisting Educational Needs. By Katie Robinson, Douglas Seifert, Jennifer Frederick, and Robert A. Esgro.
6May2022
The Alliance Industry Summit Planning Committee of the ACEHP selected the submission titled Integrating Corrective Mentoring in Continuing Education for Improved Skill Acquisition to receive the overall Best in Class Outcomes Award this year. This submission was a collaboration between Vindico Medical Education and Syandus, based on the outcomes of a diabetes program built within the AliveSim Platform. The Best in Class Award recognizes outstanding delivery of innovative CE and analysis of outcomes that result in improvements in patient care and/or behavior change. The submission highlighted the integration of corrective mentoring into decision-based CE to improve skill acquisition, identify drivers of clinical decision-making, and objectively measure performance change.
15November2021
We are pleased to report that our educational outcomes article, titled Incorporating Skill Development in CME via Corrective Mentoring, was the top pick from the Almanac Editorial Board for 2021. The Almanac is a publication of the Alliance for Continuing Education in the Health Professions. You can access the article here.
15May2021
Syandus’ CEO participated in the invited panel titled How digital platforms, AI, and cognitive learning are transforming the CME learning experience. As part of the session, Dr. Seifert shared his perspective on the role of simulation technology in continuing medical education (CME).
25September2020
At the 18th annual Independent Medical Education and Grants Summit, Dr. Seifert presented as part of a technology forum the topic titled “Simulation Technology 2.0: Converting “Knowing” into “Doing”.
A video of the presentation can be accessed here.
12May2020
Syandus announces the addition of AI language translation and synthetic human AI voices to AliveSim, its virtual practice and coaching platform. This enables organizations to globally scale immersive, 3D training faster, with drastically lower costs. Press Release.
27February2020
Syandus was featured in the Life Science Trainers & Educators Network’s (LTEN) Focus Magazine. The article entitled How to Use Virtual Practice Technology to Drive Behavior Change outlined the practical steps that learning and development organizations within the pharmaceutical and biotechnology industry can take to effectively develop coaching and leadership soft skills, virtually.
23October2019
How to Evaluate Immersive Technologies Against Organizational Needs. Many L&D organizations are struggling with how to evaluate virtual and other immersive technologies for their learning and training initiatives. Options abound, and with a lot of pressure on corporate training organizations to include VR in their training, today's learning leaders need help in choosing the right solution. A successful evaluation process includes: 1) understanding of how to establish organizational and learner needs criteria to evaluate the immersive technology options, 2) knowing the strengths of the different approaches from both a cognitive science and technical perspective, and 3) recognizing the impacts of how the technology is brought into the organization. The best way to illustrate this process is through hands-on examples in diverse learning situations.
4June2019
How to Evaluate Immersive Technologies to Super Charge Your Training
23April2019
Could game technology be the learning solution you need? Syandus’ Douglas Seifert thinks so. Doug's blog entitled "Call of Duty for business: How virtual practice can deliver performance," discusses the value of practice in immersive virtual situations for modern business training. Doug's article, published in the Training Journal, provides an overview of reasons why practice works for making training "stick," and then explains how to get started with creating a virtual practice solution for your training needs.
8April2019
Henry Kronk of eLearning Inside discusses corporate training using 3D virtual environments with Syandus’ CEO Douglas Seifert. During their interview, Doug explains the differences between a platform-based and a custom solution, as well as the advantages and disadvantages of the various 3D modalities currently available for virtual corporate training. Finding the right fit for both your content and your budget, is key to creating a successful training tool.
29Aug2018
Syandus’ Doug Seifert explains the differences between “gamification” and the deeper benefits gained by utilizing game technology to create an immersive digital learning environment. While gamification contributes to engagement, it’s game technology that really helps a learner acquire new skills, and practice those skills in simulated, real-world scenarios.
6Aug2018
Editor Taryn Oesch discussed the benefits of coaching with Syandus founder and CEO Doug Seifert in the article, Virtual Coaching Platforms Help Bridge Performance Gaps. The article explores how virtual coaching solves many of the issues surrounding traditional, in-person coaching.
5June2018
Syandus is pleased to announce the publication of an article in Training Industry, entitled If Auto Mechanics Should Train Using Real Cars, Should Salespeople and Managers Train Using Real People? This article illustrates how virtual technologies can help scale practice and coaching across an organization.
31May2018
Doug Seifert sat down with Trainer Tools host John Tomlinson to discuss the use of immersive learning technology to improve skill acquisition. Trainer Tools is a monthly podcast to share effective training tools and tips across the learning and development community.
17May2018
This webinar series hosts discussions designed to rethink training and bring like-minded professionals together to share and learn. The discussion with coaching experts discussed Coaching After the Learning is Done… What’s Working?
10May2018
Syandus is pleased to announce the publication of an article in Learning Solutions Magazine, entitled Move Beyond Basic Gamification to Transform Training. This article illustrates how game technology can be used in powerful ways to improve skill acquisition training by fusing it with cognitive science inside a scalable platform.
11Jan2018
Syandus is pleased to announce the publication of an article in eLearning Industry, entitled 4 Steps To Improve Performance With Game Technology (Not Games). In this article we describe how to use game technology to create an effective, scalable, learning solution.
Syandus: Virtual immersive learning technology that transforms knowledge into real-world performance. We immerse participants in realistic virtual situations with one-on-one expert coaching that gives them experience making optimal decisions. Syandus Learning Modules combine cognitive science principles, the realism of game technology, and our customer’s proprietary content, to deliver rapid skill acquisition. Modules are cloud-based for easy deployment, fully trackable with embedded analytics, and can be used on any web-enabled device.
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