Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector
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Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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This was a presentation for colleagues in the School of Health and Social Development at Deakin University in 2007

This was a presentation for colleagues in the School of Health and Social Development at Deakin University in 2007

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    Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector Presentation Transcript

    • “ Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector"
    • The story so far... Teaching and Learning conference STALG application Conference abstract submission STALG disappointment Looking for options e-portfolio trial Incorporation of new e-technology
    • Terminology
      • Digital technology literacy
      • Information literacy
      • ICT
      • Social software (Wikis, blogs, vlogs, podcasts, You Tube )
      • VR
      • Tele-health
      • e -health
      • Video- conferencing
    • Why should we embrace technology?
      • Fewer health practitioners
      • More people using health services
      • More conditions per person
      • People are doing their own research
      • Less time to research new information
      • New options available all the time
      • Everyone else already has!!!!!
      (Schaper, 2006)
    •  
    • And the prime minister has even worked it out!
    • Basic online technology in day to day practice in the health care environment
    • Basic ICT in day to day practice in the health care environment
      • Email communication
      • Report writing
      • Online referral systems
      • Patient record-keeping
      • Statistical record-keeping
      • Data-base research
      • Video-conferencing
      • Tele-health
      • Knowledge management
    • Advancing applications of ICT in day to day practice in the health care environment
    • ICT connects health care practitioners with clients through:
      • Therapeutic games and activities
      • Virtual consultation/follow-up
      • Self-help and peer support
      • Cyber-counselling
      • Knowledge transmission
    • Therapeutic Games and activities
    • USE OF VIRTUAL REALITY FOR HEALTH
      • EXPOSURE - exposure to contextually relevant stimuli useful for habituation therapy with anxiety disorders such as phobias and PTSD.
      • DISTRACTION - The capacity to provide “active” distraction via engaging game play that can be used to draw a patient’s attention away from a painful or uncomfortable medical procedure such as during burn wound care, intravenous insertions and chemotherapy.
      http://www.tise.cl/archivos/tise2006/01.pdf
    • USE OF VIRTUAL REALITY FOR HEALTH
      • MOTIVATION - integrate gaming features into VR-based motor (or cognitive) rehabilitation system to enhance motivation to undertake repetitive series of exercises designed for recovery following ABI
      • MEASUREMENT - testing human performance under simulated conditions that are built from accessible and usable game engine software and can be used with game industry “driven” displays and interface controls.
    • Reports by participants in VR
      • Courage:
      • no longer afraid to try new things.
      • Safety:
      • test ability before entering a real-life environment.
      • Control:
      • Feelings of control compared with usual life.
      • Competence:
      • Enabling competence and positive feelings of self.
    • Reports by participants in VR
      • Getting moving:
      • VR more fun than “exercises”
      • Improve capacities:
      • helpful for visual neglect and cortical blindness, improved strength in affected limbs
      • Positive feelings:
      • pleasurable and fun, relaxing, entertaining, refreshing, colourful, enjoyable. Sense of “flow”.
    • Accessible option to virtual reality
      • Wii a Nintendo brand game enables users to physically move while playing tv-based games
      • Games include:
      • Bowling
      • Tennis
      • Wood-chopping
    • Virtual consultation and follow-up
    • Tele-health for virtual consultation
      • Useful when working across distance
      • Reliable methods for follow-up include store and forward technologies (email, pictures etc)
      • Rehabilitation approach better with real-time interaction
        • Able to be managed using POTS (plain old telephone system) video-teleconference
      • No significant difference b/w groups in Sanford et al study (2007).
        • Some differences may be due to ability of camera to capture only part of the room
      • Not meant to replace in-home therapy where possible
    • Virtual self-help
    • Online support groups…
    • Virtual peer-support and professional development
    • OT Blogs…
    • OT education and support
    • OT professional associations
    • Online education and support
    • Role of higher education
      • Predict where technology is heading and be there first!
      • Incorporate technology in teaching and learning activities to:
        • Prepare the next generation of health practitioners to embrace technology in all areas of practice
        • Work collaboratively across faculties (eg: Science and Tech)
      • Example: e-portfolio in HSO104, 2007
    •  
    • WIKI
    • Using Wikis to share knowledge
      • Investigating:
        • In an existing community project
      • Linking:
        • Occupational Justice issues
        • Community models practice
        • Action Research principles
      • Transmitting knowledge:
        • Through an e -presentation that incorporates:
          • Wikis, blogs, podcasts, video, online links etc
          • Upload to the Wikipedia for access for all
    • Role of the individual
      • Use technology in your own life
      • Be brave with technology
      • Don’t be ageist!
      • Try to use what’s available at Deakin and consider how it can be useful to future health practitioners
      • If you can imagine it… it’s possible!
    • ( Billboard ad ) Opportunity doesn't knock: It emails!
    • References
      • Farrow, S., & Reid, D. (2004). Stroke survivors' perceptions of a leisure-based virtual reality program. Technology and Disability, 16 , 69-81.
      • Sanford, J. A., Hoenig, H., Griffiths, P. C., Butterfield, T., Richardson, P., & Hargraves, K. (2007). A Comparison of Televideo and Traditional In-Home Rehabilitation in Mobility Impaired Older Adults. Physical & Occupational Therapy in Geriatrics, 25 (3), 1-18.
      • Schaper, L. & Pervan, G. (2006). ICT and OTs: A model of information and communication technology acceptance and utilisation by occupational therapists.  International Journal of Medical Informatics , (76) 212-221.