21 research outputs found

    Actitudes y percepciones de los docentes universitarios en el proceso de adopción de una innovación. La iniciativa OpenCourseWare en la Universidad de Valencia (España)

    Get PDF
    El proyecto OpenCourseWare, repositorio de recursos educativos en abierto, se inició en la Universidad de Valencia en 2008 y en 2009, sólo incluía 10 asignaturas, ninguna de ellas del área de ciencias de la salud. El objetivo de este trabajo es investigar las actitudes de los docentes de esta área así como sus percepciones con relación a este repositorio para determinar cuáles son las estrategias necesarias para extender su uso. Se parte de la teoría de la difusión de las innovaciones de Rogers (2003) y de un enfoque cualitativo a través del muestreo teórico, entrevistas semiestructuradas y codificación abierta. Los resultados indican la existencia de dos grandes grupos de profesores. Los adoptantes tempranos con una predisposición alta a participar en la iniciativa y con una percepción positiva de sus atributos y los mainstream o corriente principal más reacios a participar y con una percepción negativa respecto a alguno de sus atributos. La identificación de las características de estos dos grandes grupos marca las líneas de acción y de investigación futura en el ámbito del marketing y difusión, formación, sensibilización y motivación para extender el uso del OCW. The OpenCourseWare project, an open learning resource repository, was set up at the University of Valencia between 2008 and 2009. It initially consisted of only 10 subjects, none of which was in the field of health sciences. The objective of this research is to investigate the attitudes and perceptions of teaching staff in the field of health sciences with regard to the project in order to identify strategies to increase its use and expand its coverage. The diffusion of innovations theory as propounded by Rogers is used, along with a qualitative approach using theoretical sampling, semi-structured interviews and open coding. The results indicate the existence of two categories of teaching staff. Firstly, those who adopt an innovation early, have a marked inclination to participate in the initiative and a positive perception of the characteristics of the innovation. Secondly, a larger category of those more reluctant to participate in it and with a negative perception of one or more of its characteristics. Identifying the nature of these two groups provides guidelines for future action and research in the marketing and distribution of such projects, and the training, awareness and motivation required in order to extend the use of OCW

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

    Get PDF
    <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
    corecore