22,047 research outputs found

    Implementing Guided Inquiry Learning and Measuring Engagement Using an Electronic Health Record System in an Online Setting

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    In many courses, practical hands-on experience is critical for knowledge construction. In the traditional lab setting, this construction is easy to observe through student engagement. But in an online virtual lab, there are some challenges to track student engagement. Given the continuing trend of increased enrollment in online courses, learning sciences need to address these challenges soon. To measure student engagement and actualize a social constructivist approach to team-based learning in the virtual lab setting, we developed a novel monitoring tool in an open-source electronic health records system (EHR). The Process Oriented Guided Inquiry Learning (POGIL) approach is used to engage students in learning. In this paper, we present the practice of POGIL and how the monitoring tool measures student engagement in two online courses in the interdisciplinary field of Health Information Management. To the best of our knowledge, this is the first attempt at integrating POGIL to improve learning sciences in the EHR clinical practice. While clinicians spend over 52% of a patient visit time on computers (called desktop medicine), there is very little focus on learning sciences and pedagogy to train clinicians. Our findings provide an approach to implement learning sciences theory to eHealth use training

    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

    Curriculum renewal for interprofessional education in health

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    In this preface we comment on four matters that we think bode well for the future of interprofessional education in Australia. First, there is a growing articulation, nationally and globally, as to the importance of interprofessional education and its contribution to the development of interprofessional and collaborative health practices. These practices are increasingly recognised as central to delivering effective, efficient, safe and sustainable health services. Second, there is a rapidly growing interest and institutional engagement with interprofessional education as part of pre-registration health professional education. This has changed substantially in recent years. Whilst beyond the scope of our current studies, the need for similar developments in continuing professional development (CPD) for health professionals was a consistent topic in our stakeholder consultations. Third, we observe what might be termed a threshold effect occurring in the area of interprofessional education. Projects that address matters relating to IPE are now far more numerous, visible and discussed in terms of their aggregate outcomes. The impact of this momentum is visible across the higher education sector. Finally, we believe that effective collaboration is a critical mediating process through which the rich resources of disciplinary knowledge and capability are joined to add value to existing health service provision. We trust the conceptual and practical contributions and resources presented and discussed in this report contribute to these developments.Office of Learning and Teaching Australi

    ALT-C 2010 - Conference Introduction and Abstracts

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    Problem-based learning in action: The development of The Virtual Health and Wellness Centre

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    Nursing education in Australia has undergone significant change over the past 30 years. Most notably, the transfer from a traditional apprenticeship model to that of a professional degree based course in the tertiary sector. Contemporary healthcare institutions demand graduates who are ‘work ready’ and able to ‘hit the ward running’. The demographics of the Australian population indicate that groups of culturally diverse individuals are seeking healthcare along with an ageing population of Australians who have unique needs. The growing demand for more highly trained, work ready nurses has landed squarely on the shoulders of universities providing comprehensive nursing education. The problem now for nurse educators is to facilitate teaching and learning strategies that will engage the student nurse in processes that promote critical thinking and problem solving in the work place. While various models and curricula are in use across Australia in pre-registration nursing education, there is growing evidence to suggest that Problem-Based Learning (PBL) is perhaps the most suited to producing professionals who are able to problem solve and address the multiple demands of an ever changing environment. The introduction of a PBL curriculum will meet this demand. Here at Edith Cowan University, the School of Nursing Midwifery and Postgraduate Medicine has undertaken a pilot project introducing a web based resource to align with the introduction of a hybrid PBL curricula. Undergraduate nursing students undertaking the Bachelor of Science (Nursing) were given the opportunity to meet a paediatric patient in the Virtual Health and Wellness Centre. This virtual site enables nursing students to explore case study in various nursing areas such as paediatrics, critical care, medical/surgical and aged care. Students progress through a scenario which incorporates theory relating to anatomy and physiology, pathophysiology, pharmacology, psychosocial issues, research, professional issues and relevant nursing skills. Each scenario is formulated around a set of learning outcomes, which are evaluated by the student at the completion of the case study. During practical laboratory sessions students are able to contextualise their learning and seek informal peer feedback. The development of these case scenarios are context rich and built around the central aim of engaging students in self-directed learning. This discovery learning leads to higher comprehension and transferability of knowledge. Students will be able to practice the skills and theory in practical laboratory sessions which adds a functional dimension to the online material making the meanings derived from the combination of theory and practice more profound and ‘real world’. Gibbon (2005) states that “in PBL we take a collection of information, pertinent to the problem. We learn a little about each and synthesise it to solve the problem, like a jigsaw” (p. 6

    Kliinisen pÀÀtöksenteon oppiminen pelillisen simulaation avulla : Simulaatiopelien design-periaatteet

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    The aim of this study was to obtain knowledge about learning clinical reasoning through game-based simulation. This knowledge could be used in developing and embedding new learning methods for clinical reasoning in nursing education. Research has shown that nursing students lack knowledge and skills in detecting and managing changes in patients’ clinical conditions. This is often due to insufficient clinical reasoning, and thus, educational organisations need to more effectively enable the development of clinical reasoning during education. Digitalisation in higher education is increasing, and the use of virtual simulations and, recently, serious games to support professional learning and competence development is growing. The purpose of this research was to generate design principles for simulation games and to design and develop a simulation game for learning clinical reasoning. Furthermore, the purpose was to investigate nursing students learning through gaming. A design-based research methodology was used: iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, nurse educators, students, programmers, 3D artist and interface designers in a real-world setting. Mixed research methods were used. The results indicated that games used to provide significant learning experiences for nursing students need to share some of the characteristics of leisure games, especially visual authenticity, immersion, interactivity and feedback systems. In terms of the clinical reasoning process, students improved in their ability to take action and collect information. The findings showed that usability, application of nursing knowledge and exploration are the aspects of a simulation game that have the greatest impact on learning clinical reasoning. It was also revealed that authentic patient-related experiences, feedback and reflection have an indirect effect on learning clinical reasoning. This study provided opportunities to advance our knowledge of nursing students’ learning processes and experiences of learning clinical reasoning through game-based simulation. Its results add to the growing body of literature on game development in the field of nursing education by providing design principles for educational simulation games. The present study confirms previous findings and contributes additional evidence that suggests that game-based simulations are a valuable learning method for healthcare education. However, in order for serious games to add value to healthcare education, the essence of the profession needs to be built into the game, and here the contribution of healthcare professionals is priceless.Tutkimuksen tavoitteena oli tuottaa tietoa kliinisen pÀÀtöksenteon oppimisesta simulaatiopeliĂ€ pelaamalla sekĂ€ oppimiseen vaikuttavista tekijöistĂ€. Tuotettua tietoa voidaan hyödyntÀÀ kehitettĂ€essĂ€ uusia menetelmiĂ€ kliinisen pÀÀtöksenteon opetukseen. Aikaisempien tutkimusten mukaan sairaanhoitajaopiskelijoiden kliinisen pÀÀtöksenteon osaamisessa ilmenee puutteita erityisesti potilaan kliinisen tilan huononemisen havaitsemisessa ja ennaltaehkĂ€isyssĂ€. TĂ€mĂ€n vuoksi koulutusorganisaatioiden tulee entistĂ€ tehokkaammin edistÀÀ kliinisen pÀÀtöksenteon kehittymistĂ€ koulutuksen aikana. Virtuaalisimulaatioiden ja viime aikoina myös hyötypelien kĂ€yttö terveysalan koulutuksessa ammatillisen osaamisen vahvistamisessa on lisÀÀntynyt. TĂ€mĂ€n tutkimuksen tarkoituksena oli muodostaa design-periaatteet oppimista edistĂ€vĂ€n simulaatiopelin kehittĂ€miseen sekĂ€ suunnitella ja kehittÀÀ simulaatiopeli kliinisen pÀÀtöksenteon oppimiseen. LisĂ€ksi tarkoituksena oli tutkia sairaanhoitajaopiskelijoiden oppimista simulaatiopelillĂ€. Tutkimuksessa toteutettiin design-tutkimuksen lĂ€hestymistapaa. Tutkimus toteutettiin sykleissĂ€, joissa simulaatiopelin suunnittelu, kehittĂ€minen, testaaminen ja uudelleen suunnittelu vuorottelivat. Tutkimus toteutettiin tutkijoiden, hoitotyön opettajien ja opiskelijoiden sekĂ€ pelinkehittĂ€jien (ohjelmoijat, kĂ€yttöliittymĂ€suunnittelijat ja 3D artisti) yhteistyössĂ€ aidoissa ympĂ€ristöissĂ€. Tutkimus oli monimenetelmĂ€tutkimus. Tulosten mukaan merkittĂ€vĂ€t oppimiskokemukset edellyttĂ€vĂ€t, ettĂ€ oppimiseen tarkoitetuissa simulaatiopeleissĂ€ on hyödynnettĂ€vĂ€ viihdepelien ominaisuuksia kuten autenttisuus, immersiivisyys, interaktiivisuus ja palautejĂ€rjestelmĂ€t. Parhaiten opiskelijat kokivat oppivansa pelaamalla tiedon kerÀÀmistĂ€ ja hoitotyön toteuttamista. Tulosten mukaan oppimista simulaatiopeliĂ€ pelaamalla selittivĂ€t kĂ€ytettĂ€vyys, hoitotyön tiedon kĂ€yttö sekĂ€ tutkiskelemalla oppiminen. LisĂ€ksi oppimiseen vaikuttivat autenttiset potilaskohtaiset kokemukset, palautteen saaminen sekĂ€ reflektointi. Tutkimusprosessissa syntyneen tiedon pohjalta muodostettiin design-periaatteet simulaatiopelin kehittĂ€miseen. Tutkimus tuotti tietoa simulaatiopelejĂ€ pelaavien sairaanhoitajaopiskelijoiden oppimisprosesseista sekĂ€ oppimiskokemuksista. LisĂ€ksi tutkimus osoitti, ettĂ€ terveysalan ammattilaisten osallistuminen pelinkehitykseen on korvaamatonta, jotta ammatin syvin olemus saadaan rakennetua sisÀÀn pelimekaniikkaan. Tutkimus tuotti tietoa oppimista tukevien pelien kehittĂ€misestĂ€, jota voidaan hyödyntÀÀ kehitettĂ€essĂ€ pelejĂ€ terveysalan koulutukseen sekĂ€ myös muille ammatillisen koulutuksen alueille

    The Comparative Study On The Effects Of Virtual Reality In The Application Of Case-Based Learning Approach While Studying The Human Heart

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    Nurses need a solid understanding of anatomy knowledge to perform nursing skills, to understand how diseases affect the body, to understand treatment for the patient and help them for documentation. While past research has focused on using virtual learning environments to teach anatomical structures of the human body, there has been limited research on how to teach clinical anatomy by using cases while using Virtual Reality (VR) technology. This quantitative research study aimed to investigate the effects of VR in the application of case-based learning approach on learners\u27 performance. The researcher compared two delivery modes (VR mode and paper-based mode) to analyze the learning gains of the participants. The participants also subjectively rated the mental load they used while studying the material. The researcher recruited twenty-nine nursing students from Midway University. No significant difference in the mean scores of both groups found while studying the anatomical structure of the mitral valve and two clinical cases. Moreover, the results indicated implementing a case study of either VR or paper-based mode was associated with significant gains in achievement which is supported by the other studies on case-based learning approach. Moreover, for both groups, there were no significant differences found in their intrinsic, extraneous and germane cognitive load while learning the material. The recommendations for further research include a larger sample, long-term retention, and opinions of faculty and students on VR-learning environment while studying clinical cases

    Virtual patients in nursing education : teaching, learning and assessing clinical reasoning skills

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    Background: One challenge in nursing education is to teach nursing students to apply their knowledge when dealing with clinical problems. Nurses who possess effective clinical reasoning skills have more positive patient outcomes compared to nurses with poor clinical reasoning skills. Clinical reasoning is therefore a competence nursing students must acquire during nursing education. However, the teaching, learning and assessment of clinical reasoning present challenges for both learners and teachers, and more knowledge is needed about different methods to support the training and assessment of clinical reasoning for nursing students. Virtual patients are increasingly being used in nursing education as a way to teach, learn and assess nursing students’ clinical reasoning competence. Aim: This thesis aims to increase knowledge about how to design virtual patients for the use of teaching and learning clinical reasoning for nursing students and how to assess different aspects of nursing students’ competence regarding clinical reasoning in encounters with virtual patients. Method: Study I investigated which aspects of clinical reasoning should be present in a virtual patient model and how that model should be presented as a learning activity. The Outcome – Present State – Test (OPT) model was chosen as a theoretical foundation for the development of a virtual patient model. A multidisciplinary team used an iterative approach to design the virtual patient model and virtual patient cases based on the OPT model. Study II investigated nursing students’ experiences of using virtual patients based on the model developed in study I. A quantitative-qualitative content analysis utilising the text analysis program Gavagai Explorer was performed. The focus of study III was to develop an assessment rubric aimed at assessing nursing students’ clinical reasoning skills in encounters with virtual patients. The Lasater Clinical Judgement Rubric (LCJR), based on the conceptual framework of Tanner’s clinical judgment model, was chosen to serve as a model for developing a new rubric. The method for developing the new rubric was a combination of qualitative deductive content analysis and abductive analysis. The focus of study IV was to determine the psychometric properties of the virtual patient version of the rubric developed in study III. The psychometrics of the rubric were examined using exploratory factor analysis. Findings: In study I, the virtual patient Design Nursing Model (vpDNM) which aimed to provide a structure for teachers when authoring virtual patients intended for nursing education was developed. Study II identified seven topics reflecting students’ experiences of using virtual patients in the context of learning activities, and four topics relating to the context of assessment were identified. Overall, students seemed to value virtual patients’ ability to visualise clinical reasoning. In study III, a rubric called the virtual patient version of LCJR (vpLCJR), which aimed to assess nursing students’ clinical reasoning competences in encounters with virtual patients was developed. Study III, showed that the vpLCJR can be used for a structured assessment of nursing students’ clinical reasoning in encounters with virtual patients. The results show that the rubric has the ability to capture both levels and progress of students’ clinical reasoning. Conclusions: A conclusion based on the results of studies I and II presented in this thesis is that virtual patients based on the virtual patient design model are well suited for teaching, learning and assessing nursing students’ clinical reasoning skills. Using theory-anchored virtual patients adapted for nursing education could support students in their development of clinical reasoning by making thinking strategies and tactics used in reflective clinical reasoning more explicit. Virtual patients can also be used for teaching and learning in connection with the documentation of patient care and the accurate use of standardised terminologies in patient records. Furthermore, the results also propose that a virtual patient based on the virtual patient Design Nursing Model is well suited to be used in formative and summative assessment, as well as for students’ self-assessment. A conclusion based on the results of studies III and IV is that the developed rubric can be used to assess different aspects as well as the levels and progress of nursing students’ clinical reasoning. Furthermore, the vpLCJR provides both students and educators with a defined set of performance criteria. The results also suggest that the vpLCJR is a valid and reliable assessment instrument for nursing students’ clinical reasoning in encounters with semi-linear virtual patients

    Using Simulation and Critical Thinking in Speech-Language Pathology: A University Case Study

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    Abstract Education is changing. Virtual learning is now a common occurrence. Along with this change, more and more virtual learning tools are being used in the educational setting. The American Speech-Language-Hearing Association (ASHA) has recognized this change and has modified certification standards to include clinical simulation experiences in graduate speech-language training programs. Along with this modification, critical thinking skills are an expected goal, not only in face-to-face experiences, but also in simulation experiences. Educators need to meet this expectation to ensure that future speech-language pathologists are fully prepared to make sound decisions within the clinical setting. Educators may benefit from the following suggestions in regards to the use of critical thinking skills within a clinical simulation experience
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