144,621 research outputs found
Cultural matter in the development of an interactive multimedia self-paced educational health program for aboriginal health workers
Aboriginal and Torres Strait islander health workers are key providers of primary health services to Aboriginal communities especially in remote and rural areas. They are often overloaded with competing demands. There has been limited attention given to the maintenance and ongoing enhancement of their skills and knowledge following the completion of formal training. A culturally appropriated interactive multimedia self-paced health program as a mechanism to improve the accessibility and the use of scientific data and information for health purposes is proposed as a basic method for better supporting Aboriginal and Torres Strait Islander primary health care workers in their practice locations.
This paper explores different approaches for the development of a culturally appropriate interactive multimedia educational health program for Aboriginal and Torres Strait islander health workers and it also explore cultural matters concerning program development in the light of existing literature
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Healthy Environments
This issue of Early Childhood in Focus draws attention to some key global challenges in providing healthy environments for young children. Section 1 recognises that multisectoral policy responses are needed to ensure adequate housing and improved water and sanitation, as well as recreational spaces. For young children, physical spaces are closely intertwined with emotional security and feelings of well-being. Section 2 explores the opportunities and challenges of living in urban environments.
Young children are especially vulnerable to the physical harm that urban environments create from pollution in the air, toxins in the ground, contaminated water and waste dumps, traffic, and unsafe housing. Their homes, as well as their neighbourhoods, may be unhealthy places to grow up in. Section 3 is about the design of environments specifically for young children, including innovative âdemocratic spacesâ, and âchild-friendly spacesâ in areas affected by disasters and emergencies
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Using ODL and ICT to develop the skills of the unreached: a contribution to the ADEA triennial of the Working Group on Distance Education and Open Learning
Innovation in technology is occurring at rapid pace thus shrinking the distances and making information and knowledge more than ever accessible to everyone irrespective of where the person resides. This paper consists of four main articles. The first one deals with technological trends. The second one focuses on the deployment and use of open and distance education mode in rural areas by documenting initiatives that embrace information and communication technologies (ICTs). Due to challenges faced in rural areas only a few success stories/cases currently exist and some of these are cited in this article. The challenges faced in the deployment of ICT enhanced ODL have been highlighted as well as the potential of developing and delivering effective and relevant ODL programmes in rural areas in order to ensure that issues of educational equity and social exclusion rural communities are adequately addressed. ICTs in ODL are perhaps the greatest tool to date for self-education and value addition to any communityâs development efforts, yet poor rural communities particularly in Africa do not have the necessary awareness, skills or facilities to enable themselves to develop using ICTs. Inadequate ICT infrastructures in rural areas remain a major source for the digital divide in Africa and for under-performance of distance learners. The third one analyses the support provided to ODL learners who often encounter difficulties in completing their studies through the distance education mode due to loneliness, uncertainties and de-motivation. ICT has not been able to sufficiently support distance learners in overcoming those obstacles efficiently. An investigation regarding those learning supports has been conducted in ten distance learning institutions, along with an intensive literature review with the aim of understanding the high percentage of dropout rates of distant learners. The learnersâ interactions have been scrutinized through content analysis of their synchronous exchanges, during a completely online course. After taking into account the limited technical and human resources in Africa, a technological virtual environment along with a pedagogical framework has been proposed with the aim of giving adequate educational support to them. The fourth article has explored The Open University (UK) and its efforts to use new technologies to deliver online courses to difficult-to- reach learners in prison environments. The case study analysed here is an international course (called, B201- Business Organisations and their environments) which also touches an African cohort of learners. The implications for designing and delivering online ODL to the complex unreachable environments of prisons anywhere, and particularly in Africa, have been discussed
InfoInternet for Education in the Global South: A Study of Applications Enabled by Free Information-only Internet Access in Technologically Disadvantaged Areas (authors' version)
This paper summarises our work on studying educational applications enabled
by the introduction of a new information layer called InfoInternet. This is an
initiative to facilitate affordable access to internet based information in
communities with network scarcity or economic problems from the Global South.
InfoInternet develops both networking solutions as well as business and social
models, together with actors like mobile operators and government
organisations. In this paper we identify and describe characteristics of
educational applications, their specific users, and learning environment. We
are interested in applications that make the adoption of Internet faster,
cheaper, and wider in such communities. When developing new applications (or
adopting existing ones) for such constrained environments, this work acts as
initial guidelines prior to field studies.Comment: 16 pages, 1 figure, under review for a journal since March 201
Creating a Professional Development Plan for a Simulation Consortium
As the United States struggles with health care reform and a nursing education system that inadequately prepares students for practice, dramatic advances in educational technology signal opportunities for both academic and practicing nurses to affect our profession as never before. Simulation technologies provide large and small institutions with the means to educate health care students and novice professionals effectively and efficiently through hands-on experience, but the costs of such a venture can be prohibitive. A simulation consortium offers a venue for different health care and educational institutions with shared goals to pool knowledge, monies, and labor toward health care education throughout a geographic area. This article details one Midwestern U.S. region's work in creating a professional development plan for a new simulation consortium
Application of Qualitative Methods in Health Research: An Overview
Qualitative research is type of formative research that includes specialized techniques for obtaining in-depth responses about what people think and how they feel. It is seen as the research that seeks answer to the questions in the real world. Qualitative researchers gather what they see, hear, read from people and places, from events and activities, with the purpose to learn about the community and to generate new understanding that can be used by the social world. Qualitative research have often been conducted to answer the question âwhyâ rather than âwhatâ. A purpose of qualitative research is the construction of new understanding. Here, we present an overview of application of qualitative methods in health research. We have discussed here the different types of qualitative methods and how we and others have used them in different settings/scenarios; sample size and sampling techniques; analysis of qualitative data; validity in qualitative research; and ethical issues
Video in development : filming for rural change
This book is about using video in rural interventions for social change. It gives a glimpse into the many creative ways in which video can be used in rural development activities. Capitalising on experience in this field, the books aims to encourage development professionals to explore the potential of video in development, making it a more coherent, better understood and properly used development tool - in short, filming for rural change
Positioning for the Possible: Investing in Education Reform in New Mexico
At the beginning of 2010, the New Mexico Association of Grantmakers (NMAG ) asked Chris Sturgis of MetisNet to explore ways in which philanthropic investments could be structured to lead to improved student achievement and to produce a more effective public education system. This paper is designed to provoke discussion among funders and educational leadership to discover ways to maximize the benefits of philanthropic investments in New Mexico
Participatory, Visible and Sustainable. Designing a Community Website for a Minority Group
This paper tackles three aspects of community-based technological initiatives aimed to support minority groupsâ public expression and communication: participation, visibility and sustainability. Participation requires\ud
the active involvement of the community members in various project phases (from design to evaluation), sharing decisional power with project leaders. Visibility\ud
refers to the capacity of community messages to reach a relevant audience outside the boundaries of the community itself. Sustainability indicates the capacity of a project to continue, under the control and management of the local community, beyond its âsupportedâ lifetime. The mutual influence of these three dimensions is examined in general and also in the light of a specific case study: an initiative involving a Romani community in rural Romania, having as main outcome the development of a community website (www.romanivoices.com/podoleni)
Assessment of co-creativity in the process of game design
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design
of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learnersâ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participantsâ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work
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