4 research outputs found

    Insights into patient voices on digital access to health care

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    The Covid-19 pandemic prompted changes in the ways that individuals access healthcare services and accelerated the transition to digital methods of care. For some, this opened doors for easier and more convenient access. For people already experiencing exclusion and marginalisation however, digital access can create additional barriers for accessing health care. NHS Digital (2019) identified several groups as more likely to be digitally excluded

    Pan Dorset and Wiltshire Social Work Teaching Partnership (PDWTP) Evaluation

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    The National Centre for Post-Qualifying Social Work and Professional Practice (NCPQSW) was commissioned in April 2019 to conduct an evaluation of the Pan Dorset and Wiltshire Social Work Teaching Partnership (PDWTP). The Teaching Partnership (TP) was a 2-year project, which was led by BCP Council on behalf of Dorset Council, Wiltshire Council, BCP Council and Bournemouth University. The remit of the evaluation was to contextually capture learning and TP activities to evaluate impact and sustainability. The organisations and their stakeholders are the primary intended audiences for this report

    ‘What I would like to say’ findings: Cancer care for everyone

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    As part of the ‘Whatever It Takes — Cancer Care for Everyone’ programme (Wessex Cancer Alliance [WCA], 2023), the ‘What I would like to say...’ project involved two disabled researchers carrying out creative and engaging workshops and interviews with 45 disabled and neurodivergent people, with the support of Bournemouth University’s Public Involvement in Education and Research [PIER] team. These individuals were from various community groups in the Wessex region, including Autism Hampshire’s Fareham Serendipity group; the Dorset Blind Association [DBA]; the Multiple Sclerosis [MS] Centre Dorset; the Royal National Institute of Blind People [RNIB]; and the Bournemouth and Poole Lymphoedema and Lipoedema Support attendees, which were facilitated by the PIER community researcher model, and which have already begun to impact practice. It is hoped that the outcomes of this project will contribute to improving disabled people’s experiences of accessing cancer services

    Gamification of Online Privacy for Young People

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    Game-based learning can be a useful tool for increasing engagement in topics that are typically not related to games such as privacy and staying safe online, yet, very few games exist that look at how we can passively teach audiences how to stay safe online. This paper presents a bespoke board game about privacy and online safety, aimed at young people aged 16-25, to help them safely navigate the online world and understand the privacy consequences of their actions. Using a Case Study methodology, this paper covers development of the prototype game, a Snakes and Ladders/Trivial Pursuit (Haspro, 1999) style game about online scams, trolls, cyberbullying and other areas of digital safety. We also explain how the game questions were created, and the development and testing of the game itself. We trialled the game through a series of focus groups, and found that young people passively learn how to stay safe online in a fun and interactive manner through playing the game. This makes the game an effective way to teach young people about the dangers of cyberspace in a safe, non-threatening manner, thereby demonstrating how an interactive game about digital privacy and online safety, can be used to more effectively protect young people from the many dangers of cyberspace
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