23,650 research outputs found

    Innovative Approaches To Nursing Administration Education; A Systematic Review Based Study

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    Background: Nursing administration education plays a crucial role in the development of skilled leaders in the ever-evolving healthcare industry. To meet the current challenges in healthcare, it is crucial to employ innovative pedagogical approaches. These approaches include the integration of virtual reality simulations, fostering interdisciplinary collaboration, utilizing real-world case studies, implementing telehealth platforms, and establishing mentorship programs. Addressing this need for forward-thinking nursing administrators is imperative. Aim: This study comprehensively examines the impact of these innovative strategies on nursing administration education. It assesses how their integration enhances decision-making, communication, strategic thinking, technological proficiency, and leadership skills among students. The goal is to illuminate the potential of these approaches in molding skilled healthcare leaders. Method: A mixed-methods approach is utilized. Qualitative interviews with nursing administration students exposed to innovative approaches provide insights. Thematic analysis is employed to extract meaningful patterns, capturing both subjective experiences and skill development outcomes. Results: Findings highlight the transformative potential of innovative approaches in nursing administration education. Virtual reality simulations enhance decision-making, interdisciplinary collaboration fosters effective communication and teamwork, real-world case studies cultivate strategic thinking, telehealth platforms enhance remote service proficiency, and mentorship programs empower leadership competencies. Conclusion: This study underscores the pivotal role of innovation in shaping adept nursing administrators. Integration of innovative approaches equips healthcare leaders with holistic perspectives, adaptable skills, and technological readiness. As healthcare systems evolve, these approaches offer promise for addressing challenges effectively. Innovative Contribution: By delving into cutting-edge nursing administration education, this study offers insights that reshape healthcare leadership. It bridges theory and practice, equipping future administrators to navigate the dynamic healthcare landscape

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    Health literacy practices in social virtual worlds and the influence on health behaviour

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    This study explored how health information accessed via a 3D social virtual world and the representation of ‘self’ through the use of an avatar impact physical world health behaviour. In-depth interviews were conducted in a sample of 25 people, across 10 countries, who accessed health information in a virtual world (VW): 12 females and 13 males. Interviews were audio-recorded via private in-world voice chat or via private instant message. Thematic analysis was used to analyse the data. The social skills and practices evidenced demonstrate how the collective knowledge and skills of communities in VWs can influence improvements in individual and community health literacy through a distributed model. The findings offer support for moving away from the idea of health literacy as a set of skills which reside within an individual to a sociocultural model of health literacy. Social VWs can offer a place where people can access health information in multiple formats through the use of an avatar, which can influence changes in behaviour in the physical world and the VW. This can lead to an improvement in social skills and health literacy practices and represents a social model of health literacy

    Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework

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    Among key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the usage of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design.The work presented in this article forms part of VERITAS, which is funded by the European Commission's 7th Framework Programme (FP7) (grant agreement # 247765 FP7-ICT-2009.7.2)

    The Use of Virtual Reality Simulations in Nursing Education, and Patient Safety

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    Nursing education puts theory into practice. Patient safety is indispensable in nursing education. During clinical practice, nursing students make medication errors and have difficulty deciding on what interventions to perform in unusual situations and communicating with patients or other healthcare professionals. All these problems put patient safety at risk. However, “First, do no harm” is a fundamental human right and an ethical principle, which nurses should always consider when they perform interventions. Nursing students can help develop a culture of patient safety through experience in line with their knowledge, skills, and affective goals. Clinical settings can be equipped with real-life laboratories, mannequins, etc. Virtual reality simulations show nursing students what it is like to be in a real-world clinical setting and what problems and risks they may encounter there, and thus, helps them develop skills, build confidence, and prepare for clinical practice. This section addressed the effect of virtual reality simulations on skill development and patient safety in nursing education

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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