24,952 research outputs found

    A Critical Review of Contemporary Practice and Educational Research in Internationalisation within the business education subject communities

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    This report critically reviews contemporary educational research and practice in the field of internationalisation within the business education subject communities in order to inform curriculum development and pedagogy geared towards the development of international perspectives and intercultural learning. Drawing on current pedagogical literatures as well as staff and student consultations, it identifies a number of key points which reflect good practice in business education curricula. Due to the broad disciplinary scope of the subject area in focus and the diversity of curricular activities across the UK, this critical review is selective rather than exhaustive and seeks to stimulate further discussion and research in the field. The report is structured as a reference text around key themes and issues emerging from the review, providing the reader who has a particular interest or issue in their practice with an outline of key texts which can be followed up as appropriate

    Understanding Engagement within the Context of a Safety Critical Game

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    One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term ‘serious’ does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safety critical training setting can have serious ethical implications, leading to significant real-world impacts. However, evaluations of safety-critical games (SCGs) rarely provide an in-depth consideration of player experience. Thus, in relation to simulation game-based training, we are left without a clear understanding of what sort of experience players are having, what factors influence their engagement and how their engagement relates to learning. In order to address these issues, this paper reports on the mixed-method evaluation of a SCG that was developed to support police training. The findings indicate that engagement is supported by the experience situational relevance, due to the player’s experience of real-world authenticity, targeted feedback mechanisms and learning challenges

    Supporting laparoscopic general surgery training with digital technology: The United Kingdom and Ireland paradigm

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    Surgical training in the UK and Ireland has faced challenges following the implementation of the European Working Time Directive and postgraduate training reform. The health services are undergoing a digital transformation; digital technology is remodelling the delivery of surgical care and surgical training. This review aims to critically evaluate key issues in laparoscopic general surgical training and the digital technology such as virtual and augmented reality, telementoring and automated workflow analysis and surgical skills assessment. We include pre-clinical, proof of concept research and commercial systems that are being developed to provide solutions. Digital surgical technology is evolving through interdisciplinary collaboration to provide widespread access to high-quality laparoscopic general surgery training and assessment. In the future this could lead to integrated, context-aware systems that support surgical teams in providing safer surgical care

    Simulation for early years surgical training

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    Learning about Conflict and Negotiations through Computer Simulations: The Case of PeaceMaker

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    Cataloged from PDF version of article.This paper is based on a cross-national experimental study conducted among American, Turkish, Israeli-Jewish, and Israeli-Palestinian students using a computer game called "PeaceMaker." The game is a highly realistic and complex simulation of the Israeli-Palestinian conflict. PeaceMaker was used for educational and experimental purposes in a classroom setting and each student played the game in both Israeli and Palestinian decision maker roles. Our purpose was to evaluate the game's effectiveness as a pedagogical tool in teaching about conflict and its resolution, especially with regard to generating knowledge acquisition, perspective taking as a crucial skill in conflict resolution, and attitude change. We were also interested in understanding whether these effects changed depending on whether the participants were direct parties to the conflict or not. In order to gauge the effect of the game in these areas, we used a pre- and post-intervention experimental design and utilized questionnaires. We found that the game increased the level of knowledge about the conflict for the Israeli-Jewish, Israeli-Palestinian, American, and Turkish students. We also found that the game successfully contributed to perspective taking among Turkish and American students only on a contemporary issue related to the conflict. © 2014 International Studies Association

    The struggling infectious diseases fellow: Remediation challenges and opportunities

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    Remediation of struggling learners is a challenge faced by all educators. In recognition of this reality, and in light of contemporary challenges facing infectious diseases (ID) fellowship program directors, the Infectious Diseases Society of America Training Program Directors\u27 Committee focused the 2018 National Fellowship Program Directors\u27 Meeting at IDWeek on Remediation of the Struggling Fellow. Small group discussions addressed 7 core topics, including feedback and evaluations, performance management and remediation, knowledge deficits, fellow well-being, efficiency and time management, teaching skills, and career development. This manuscript synthesizes those discussions around a competency-based framework to provide program directors and other educators with a roadmap for addressing common contemporary remediation challenges

    A Review into eHealth Services and Therapies: Potential for Virtual Therapeutic Communities - Supporting People with Severe Personality Disorder

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    eHealth has expanded hugely over the last fifteen years and continues to evolve, providing greater benefits for patients, health care professionals and providers alike. The technologies that support these systems have become increasingly more sophisticated and have progressed significantly from standard databases, used for patient records, to highly advanced Virtual Reality (VR) systems for the treatment of complex mental health illnesses. The scope of this paper is to initially explore e-Health, particularly in relation to technologies supporting the treatment and management of wellbeing in mental health. It then provides a case study of how technology in e-Health can lend itself to an application that could support and maintain the wellbeing of people with a severe mental illness. The case study uses Borderline Personality Disorder as an example, but could be applicable in many other areas, including depression, anxiety, addiction and PTSD. This type of application demonstrates how e-Health can empower the individuals using it but also potentially reducing the impact upon health care providers and services.Comment: Book chapte

    Effectiveness of debriefing towards healthcare professionals’ nontechnical skills: a critical review

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    The importance of nontechnical skills among healthcare professionals is gaining widespread recognition as critical elements complementing technical skills that are used to improve patients’ safety. These skills are typically acquired through simulation training which has emerged as an effective way to complement clinical training. Effective simulation requires structure and effective debriefing methods to enhance its learning outcome. In previous literature, evidence of the effectiveness of healthcare simulation was available but studies evaluating debriefing method(s) remain sparse. In this paper, the effectiveness of debriefing methods in eight studies on the acquisition of nontechnical skills among healthcare professionals is reviewed. Articles published from 1st January 2016 across three different databases were referred to. The results of the review show a statistically significant improvement in the performance of nontechnical and technical skills across different professionals through various methods of debriefing. Nontechnical skills such as teamwork, effective communication, decision-making, and situational awareness have improved significantly. In addition, integration of realism in simulation learning has begun to emerge as an effective technique of providing a real world experience. However, there was lack of detailed information on the length and type of debriefing conducted in the studies. These methods clearly require further research since the key to successful simulation learning is through debriefing which is the heart of simulation

    Exploring The Use Of Mixed-Reality Simulations As a Tool In Teacher Training To Support Language For Academic Purposes

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    Applying a three-paper structure, this dissertation explores three ways in which mixed- reality simulations were used as a tool in teacher training to support the development of language for academic purposes. This dissertation explores how teachers reflect, reason, and notice their practice when integrating academic language with content using mixed-reality simulations. This is taken up through analyzing trends that emerge in debrief conversations after instructional activities are enacted in mixed-reality simulations (MRS). Learning through the activity of teaching has potential to help teachers integrate their understandings of rigorous content instruction with equitable English Learner instruction (Von Esch & Kavanagh, 2018). Framed by practice based professional education (Ball & Forzani, 2009; Grossman et al., 2009; McDonald, Kazemi, & Kavanagh, 2013), this research is situated within professional learning contexts that focus on developing teachers who can integrate English Learner instructional practices into content area teaching (Kahmi-Stein et al., 2020; Von Esch & Kavanagh, 2018). This work examines teachers debrief conversations after mixed-reality simulations to gain insights into the knowledge and perspectives they gained from the experience, and how it shapes their pedagogical practices. Paper one examines teacher and coach topical episode functions to learn how reflection is activated in a virtual coaching context. Paper two examines problems of practice through episodes of pedagogical reasoning focused on English Learner instruction from a disciplinary literacy perspective, and paper three explores what teachers’ notice about English Learner instruction across connected simulations, and how their noticings shift over time

    Using Case Work as a Pretest to Measure Crisis Leadership Preparedness

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    Today’s leaders must thrive in a world of turbulence and constant change. Unstable conditions frequently generate crises, emphasizing the need for crisis leadership preparedness, which is missing from many business curricula. Thus, the purpose of this work was to develop a learning module in crisis leadership preparedness. As a baseline measure or pretest, 217 graduate students were asked to analyze two crisis leadership cases during the first week of an entry leadership class. Content analysis provided the method to identify where student analyses fell short. These gaps in learning then informed the creation of student learning objectives. Applying inquiry-based learning, I then suggest instructional methods that I incorporated into an active learning module to better prepare today’s leaders for crisis leadership
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