1,307 research outputs found

    participatory aspects of ict infrastructures for cancer management

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    Significant improvements in cancer research have led to more cancer patients being cured, and many more enabled to live with their cancer. As the disease is now managed as a chronic illness, it requires long-term surveillance and maintenance treatment. This requires a transformation in the nature of healthcare from reactive to preventive, personalized and participatory. To this direction, in this chapter we present relevant approaches developed within five European funded projects and we report on experiences and lessons learnt. More specifically, we describe the eHealth solutions developed, enabling patients to actively participate in their disease management, the results out of those projects towards the P5 vision and more especially on the participatory aspect and we present a set of requirements and guidelines for future technological solutions

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    IS-EUD 2017 6th international symposium on end-user development:extended abstracts

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    Gathering Momentum: Evaluation of a Mobile Learning Initiative

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    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

    Public Participation in Health Care: Exploring the Co-Production of Knowledge

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    This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contac
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