35 research outputs found

    Medical student attitudes toward video games and related new media technologies in medical education

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    <p>Abstract</p> <p>Background</p> <p>Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine.</p> <p>Methods</p> <p>Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently.</p> <p>Results</p> <p>217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice.</p> <p>Conclusions</p> <p>Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.</p

    Changing our culture

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    Smart learning environments using social network, gamification and recommender system approaches in e-health contexts

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    The fundamental role that ICT plays in the process of modernization of education and training, whether in formal or informal, is now universally recognized. The lifelong learning become increasingly urgent in many areas such as, for example, adult education, innovation and learning in the workplaces, health & wellbeing, cultural heritage, and so on. This requires the creation of learning paths cantered on the specific needs of the individual, for the development of skills and abilities as well as for the acquisition of content. Re-inventing the ecosystem training and re-strengthen the teaching and learning in the digital age, through practices more open and innovative in order to create learning experiences richer, engaging and motivating, is a priority. The article presents some solutions of smart learning environment in e-health domain that combines pedagogical approaches of social learning and game-based learning with technological approaches of the social network and recommender systems in order to provide engaging learning experiences

    Roles of Innovation in Education Delivery

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    This paper reviews trends in higher education, characterizing both the current learning environments in pharmacy education as well as a vision for future learning environments, and outlines a strategy for successful implementation of innovations in educational delivery. The following 3 areas of focus are addressed: (1) rejecting the use of the majority of classroom time for the simple transmission of factual information to students; (2) challenging students to think critically, communicate lucidly, and synthesize broadly in order to solve problems; and (3) adopting a philosophy of “evidence-based education” as a core construct of instructional innovation and reform
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