8 research outputs found

    A Revised Pedagogy Model for Simulator-Based Training with Biomedical Laboratory Science Students

    Get PDF
    Methods based on simulation pedagogy are widely used to practice hands-on skills in safety environment. The usability of an EEG simulator on clinical neurophysiology course was evaluated. Second-year biomedical laboratory science students (N = 35) on this course were included in the study. They were divided into three groups. Two groups used the EEG simulator with different feedback modes and one group did not use the simulator. Results were expected to reveal a correlation between user experience and learning outcomes. This study made used of a mixed method study design. During the study, students were asked to keep a learning diary throughout the course on their experience. Diaries were analyzed qualitatively based on content analyses. Quantitative analyses based on an UX questionnaire that measures classical usability aspects (efficiency, perspicuity, dependability) and user experience aspects (novelty, stimulation) and the students' feelings to use simulator. The quantitative data was analyzed using SPSSTM software. The quantitative and qualitative analyses showed that the use of the EEG simulator, which was evaluating teaching-learning process, has an extra benefit in clinical neurophysiology education and students felt that the simulator was useful in learning. The simulation debriefing session should be followed by a full theoretical and practical session. Students compared their learning from the simulator with that of the actual placement which fosters the reflective practice of learning, again deepening the understanding of the EEG electrode placement and different wave patterns

    Lessons learned from gamification of a learning experience: a case study

    No full text
    The use of gamification principles can be valuable to motivate students and enhance their learning experience. A gamification initiative making use of a mobile app to prepare students for their summative assessment was evaluated for its usefulness and successful application to meet the objective. At the time of the study it was the second year that this learning activity was incorporated into the course. Hundred and three students (N=103) enrolled for a degree and diploma in Sport and Recreation Management and Sport Science at a residential university in South Africa participated. Students were divided in teams of no more than five. Participation was voluntary, most students participated (85%). The app was quantitatively evaluated for ease of use. Students found the app easy to use. The gamification approach was qualitatively evaluated. Three themes emerged; usefulness of app, examination preparation and enjoyment. Valuable lessons were learned regarding designing and developing of game-based learning activities and the incorporation of technology. It is concluded that the further development of this initiative should be nested in a solid design framework and the use of technology must be carefully considered.Keywords: Gamification; Qualitative analysis; Adventure education mobile applications; Learning; Game-based learnin

    A Revised Pedagogy Model for Simulator-Based Training with Biomedical Laboratory Science Students

    No full text
    Methods based on simulation pedagogy are widely used to practice hands-on skills in safety environment. The usability of an EEG simulator on clinical neurophysiology course was evaluated. Second-year biomedical laboratory science students (N = 35) on this course were included in the study. They were divided into three groups. Two groups used the EEG simulator with different feedback modes and one group did not use the simulator. Results were expected to reveal a correlation between user experience and learning outcomes. This study made used of a mixed method study design. During the study, students were asked to keep a learning diary throughout the course on their experience. Diaries were analyzed qualitatively based on content analyses. Quantitative analyses based on an UX questionnaire that measures classical usability aspects (efficiency, perspicuity, dependability) and user experience aspects (novelty, stimulation) and the students’ feelings to use simulator. The quantitative data was analyzed using SPSSTM software. The quantitative and qualitative analyses showed that the use of the EEG simulator, which was evaluating teaching–learning process, has an extra benefit in clinical neurophysiology education and students felt that the simulator was useful in learning. The simulation debriefing session should be followed by a full theoretical and practical session. Students compared their learning from the simulator with that of the actual placement which fosters the reflective practice of learning, again deepening the understanding of the EEG electrode placement and different wave patterns

    Describing a design thinking methodology to develop sustainable physical activity and nutrition interventions in low resourced settings

    No full text
    The objective of the study is to describe how design thinking as a participatory process can be applied in determining how sustainable physical activity and nutrition interventions should be implemented in a low resourced community in South Africa. Physical inactivity is the 4th leading cause of mortality world-wide. Associated with inactivity, a high prevalence of obesity is reported. Evidence based research indicate that sustainable physical activity and nutrition interventions will reduce the burden of physical inactivity and obesity. Poverty, and its inherent lack of food security, further impacts the health of people living marginalized, increasingly urban lifestyles. The intent of the project is to change attitudes and behavior towards physical activity participation and nutrition choices. Design Thinking is typically implemented using a five-step process where the community is engaged with presenting the problem they experience, defining the problem, presenting solutions to the problem and finally developing a prototype in solving the problem they experience. The principle of the Design Thinking process is that the low resourced community holds part of the answer to the problem and has a desire to change their health. The proposed solutions, coming directly from the participants, are therefore considered viable. Once a desired prototype is developed and tested in the community, feasibility can be determined. The presence of these three factors, is expected to result in an innovatio

    Towards a methodology for online VR application testing

    No full text
    Performing online testing for applications is a common practice in business, but for research without much control over the participants it is unknown as to what this process should look like and what could be possible scenarios. Furthermore, making use of VR testing is reliant on users owning their own devices which could influence the process and level of criticism greatly but also foster new thoughts on best practice for this type of research. This paper explains the steps that were taken for the gathering of the data and reports on the feedback from participants regarding their perception of the process

    Gaming for health across various areas of life

    No full text
    Lack of physical activity is mostly addressed by implementing programs to promote physical activity but seeing as the major cause for physical inactivity is that of technology. Few studies used the approach to use the very barrier as s mean to try and educate and breed good habits. This paper outlines the design and development of a project that will us various environments, home, gym and outdoors to promote physical activity by means of technology and more specifically games.peerReviewe
    corecore