23,284 research outputs found

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    A pilot study of operating department practitioners undertaking high-risk learning: a comparison of experiential, part-task and hi-fidelity simulation teaching methods

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    Health care learners commonly rely on opportunistic experiential learning in clinical placements in order to develop cognitive and psychomotor clinical skills. In recent years there has been an increasing effort to develop effective alternative, non-opportunistic methods of learning, in an attempt to bypass the questionable tradition of relying on patients to practice on. As part of such efforts, there is an increased utilisation of simulation-based education. However, the effectiveness of simulation in health care education arguably varies between professions (Liaw, Chan, Scherpbier, Rethans, & Pua, 2012; Oberleitner, Broussard, & Bourque, 2011; Ross, 2012). This pilot study compares the effectiveness of three educational (or ‘teaching’) methods in the development of clinical knowledge and skills during Rapid Sequence Induction (RSI) of anaesthesia, a potentially life-threatening clinical situation. Students of Operating Department Practice (ODP) undertook either a) traditional classroom based and experiential learning, b) part-task training, or c) fully submersive scenario-based simulated learning

    Advances in Teaching & Learning Day Abstracts 2005

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2005

    Telehealth for expanding the reach of early autism training to parents.

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    Although there is consensus that parents should be involved in interventions designed for young children with autism spectrum disorder (ASD), parent participation alone does not ensure consistent, generalized gains in children's development. Barriers such as costly intervention, time-intensive sessions, and family life may prevent parents from using the intervention at home. Telehealth integrates communication technologies to provide health-related services at a distance. A 12 one-hour per week parent intervention program was tested using telehealth delivery with nine families with ASD. The goal was to examine its feasibility and acceptance for promoting child learning throughout families' daily play and caretaking interactions at home. Parents became skilled at using teachable moments to promote children's spontaneous language and imitation skills and were pleased with the support and ease of telehealth learning. Preliminary results suggest the potential of technology for helping parents understand and use early intervention practices more often in their daily interactions with children

    Effect of Sequence of Simulated and Clinical Practicum Learning Experiences on Clinical Competency of Nursing Students

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    Two different sequences of blocks of simulated and clinical practicum learning experiences compared the clinical competency development of nursing students using a randomized crossover design. Competency was measured 3 times: after each block of simulated and clinical experiences and after a final simulated experience. No significant differences in competency scores between the 2 groups across the 3 time points were found. Using alternative models of clinical and simulation learning may help address barriers to the delivery of clinical education faced by schools of nursin

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    Exploring the activities and outcomes of digital teaching and learning of practical skills in higher education for the social and health care professions: a scoping review

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    Higher education for health care professionals faces numerous challenges. It is important to develop and apply methods supporting education, especially the practical skills. This scoping review aimed to explore the activities and learning outcomes of digital technology in practical skills teaching and learning in higher education for the social and health professions. Scoping review recommendations and the PRISMA-ScR checklist were applied. Randomized controlled trials published between 2016 and 2021 involving students in higher education who were taking courses in the social sciences and health care and reported interventions with digital technology activities and practices in practical teaching and learning were included. The CINAHL Plus, PubMed, Scopus, ERIC, and Sociological Abstracts/Social Services Abstracts databases were searched. Teaching methods were blended, e-learning or other online-based, and digital simulation-based activities. Teaching and learning environments, methods, resources, and activity characteristics varied, making a summary difficult. Interventions were developed in a face-to-face format prior to digitalization. The outcomes were measured at the knowledge level, not at the performance level. One-third of the studies showed a significant improvement in practical skills in the intervention group in comparison to the control conditions. The use of digital technology in the learning and teaching process have potential to develop of students' skills, knowledge, motivation, and attitudes. The pedagogy of technology use is decisive. The development of new digital methods for teaching and learning practical skills requires the engagement of students and teachers, in addition the researchers.publishersversionPeer reviewe

    Sub space: Enhancing the spatial awareness of trainee submariners using 3D simulation environments

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    Rapid advancements in computer technology have facilitated the development of practical and economically feasible three dimensional (3D) computer-generated simulation environments that have been utilized for training in a number of different fields. In particular, this development has been heavily influenced by innovations within the gaming industry, where First Person Shooter (FPS) games are often considered to be on the cutting edge of gaming technology in terms of visual fidelity and performance. 3D simulation environments built upon FPS gaming technologies can be used to realistically represent real world places, while also providing a dynamic and responsive experiential based learning environment for trainees. This type of training environment can be utilized effectively when training within the corresponding real world space may not be safe, practical, or economically feasible. This thesis explores the effectiveness of 3D simulation environments based on FPS gaming technologies to enhance the spatial awareness of trainees in unfamiliar real world spaces. The purpose was to identify the characteristics that contribute to effective learning within such environments. In order to identify these characteristics, a model was proposed representing the interrelationships between, and determinant factors of, the concepts of spatial cognition, learning within a simulation environment, and computer-generated 3D environments. The Location and Scenario Training System (LASTS), developed by the Royal Australian Navy, was evaluated to determine whether experience within the LASTS environment could benefit trainee submariners on Collins class submarines. The LASTS environment utilises the Unreal Runtime FPS game engine to provide a realistic representation of the Main Generator Room (MGR) on-board a Collins class submarine. This simulation was used to engage trainees in a simplified exercise based on the location of items relevant to a 12 Point Safety Round performed inside the MGR. Five trainee submariners were exposed to LASTS and then required to conduct the same exercise on-board a Collins class submarine. This mode of learning was compared to traditional non-immersive classroom teaching involving five additional trainee submariners who were also required to complete the same exercise inside the MGR. A mixture of qualitative and quantitative approaches to data collection and analysis was used to ascertain the effectiveness of LASTS as well as the contributing factors to this and learners\u27 perception of the value of the environment. Results indicated that LASTS could be successfully used as a training tool to enhance the spatial awareness of trainee submariners with regard to the MGR on-board a Collins class submarine. LASTS trainees also demonstrated a better spatial understanding of the MGR environment as a result of their experience compared to trainees who were the recipients of traditional classroom based training. The contributing characteristics of the proposed model were also validated with reference to the data gathered from the LASTS case study. This indicated that the model could be utilized in the design of future 3D simulation environments based on gaming technology in order to facilitate effective spatial awareness training
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