NursingInnovations in Learning Technology and What it Means to Nursing Education

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    NursingInnovations in Learning Technology and What it Means to Nursing Education - Presentation Transcript

    1. Innovations in Learning Technology and What it Means to Nursing Education Karl M. Kapp, Ed.D., CFPIM, CIRM Assistant Director Institute for Interactive Technologies Bloomsburg University
    2. Pop Quiz
    3. For More Continued Discussion: www.karlkapp.blogspot.com
    4. Personnel Learning Objective
    5. Send User Data Use the menu Presentation Test/Homework button to turn on Change Channel Then a menu will appear Use yes Button to Scroll to “Presentation” Then Press the menu button again. Then “Presentation Mode” will appear.
    6. Have you ever used a Audience Response System Before 1. No 2. Yes 23% 3. Yes, but not an 43% electronic version 33% No Yes Yes, but not an e...
    7. What Demographic are you? 1. Generation Y (1981-2000) 43% 2. Generation X (1965-1980) 3. Boomer Generation (1946-1964) 27% 4. Silent/Veteran Generation (1922-1945) 17% 13% ... ... .. .. a . . -2 -1 n er io 1 5 en 98 96 at G er (1 (1 n en Y X ra G n n te tio tio er e t/V a a m er er oo n en en le B Si G G
    8. How often do you play video games? 1. Never! 33% 2. Played once or a few 27% times with a young 20% 20% relative… 3. Play once a week… 4. I am a Level 60 Warlock…(or the equivalent) ! k… er ... . l.. ev ee w ar N fe w W a a 0 or ce l6 on ce ve Le on ay a Pl e d m ay Ia Pl
    9. When is the last time you sent a text message? 1. Never sent one 2. Send one once (sorta by accident) 3. A couple times a week 4. AYSOS…TXTING now
    10. How do you primarily deliver training? 1. Lecture 2. Role Play/Simulation 3. Group Discussions 4. Problem-Based Learning 5. Blended
    11. Agenda • Understanding the technology forces influencing nursing education. • Understand the need for new learning tools and linking them to sound pedagogy/ andragogy. • Leverage games, gadgets and gizmos for learning. • Justify the use of games, gadgets and gizmos. • Create simple online learning events and games with minimal technological know-how. • Leveraging participant knowledge.
    12. Digital Digital Immigrants Natives Gen-Y Greatest Generation Neo-Millennials Boomers Generation X Millennials Nexters Gamer 3.0 Gamer 4.0 Gamer 2.0 Gamer 1.0
    13. 1946-2008
    14. What was the “killer app” during the boomer’s formative years? 1. Computers 30% 2. Microwaves 27% 23% 3. Jet Airplanes 20% 4. Color Television Programming es s rs e ... te n av Pr la pu w irp n ro om io tA ic is C M Je l ev Te or ol C
    15. What was the average age of retirement in 2006? 1. 74 years old 2. 70 years old 27% 23% 23% 3. 65 years old 4. 62 years old 17% 5. 49 years old 10% d d d d d ol ol ol ol ol s s s s s ar ar ar ar ar ye ye ye ye ye 74 70 65 62 49
    16. Average age of retirement: • 1910-74 • 1940-70 • 1970-65 • 2000-62 • 2006-59
    17. Boomers • Individualistic • Driven • Loyal • Idealistic • Skeptical • Hierarchical • Formal Learners
    18. Lazy Wasting Time Anti- Social Rotting Brain
    19. Kids ages 8-10 play video games for about one hour every day. 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce
    20. Almost 43% of the gamers are female and 26% of those females are over 18. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.
    21. 70 percent of the players of The Sims are women under age 25 Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique Unfortunately, this game highlights a sexist stereotype
    22. I am Studying! Nathan, stop listening to music, turn off the computer, turn off the TV… and start studying.
    23. 1983
    24. Define the term “Snail Mail” 1. United States Ground Mail 2. Overnight mail 3. Email 4. Packages 0% 0% 0% 0% l l es ai ai ... tm Em ag un ck h ro ig Pa G rn s ve e O at St d te ni U
    25. Instant and Text Messaging Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email” Lenhart, Maddden, Hitlin (2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation. Pew Internet and American Life Project.
    26. Increasing Power of Gadgets Capability Block II Apollo Guidance PlayStation Computer Portable AGC PSP Memory 36,864 words of ROM 32 MB Storage 2,048 words of RAM 4 MB DRAM Clock Speed 2.048 MHz 333 MHz
    27. Name something you send away for from a cereal box. 1. Decoder Ring 2. T-Shirt 3. Computer Microphone 4. Cell Phone 0% 0% 0% 0% ir t ne g ne n Sh ho ho Ri T- lP p er ro od el ic C ec M D r te pu om C
    28. 15% of 2-5 Year olds have a Cell phone -NPD Group 84%, of all teenagers own at least one personal media device: •Desktop/laptop Computer •Cell Phone •Personal Digital Assistant (PDA) -Pew Internet Foundation 44% have two
    29. Gamer 1.0 4 2 3
    30. Gamer 1.0 4 3 How will the ball Where is my bounce off the opponent wall? going to go next? In what direction should I try to move the ball?
    31. Gamer 2.0
    32. Gamer 2.0 What is the pattern Should I shoot the these aliens are aliens on the end or in following? the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me?
    33. What actions should I take based on this information?
    34. Gamer 3.0
    35. What must I do to Where do I explore achieve my goal? first? What activities are of the most value?
    36. What variables do I balance to keep my How should I person happy? manage my time?
    37. Gamer 4.0
    38. Gamer 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
    39. What can we create together?
    40. What leadership strategy should I use?
    41. What level of Gamer are you? 1. Gamer 1.0 2. Gamer 2.0 3. Gamer 3.0 4. Gamer 4.0 0% 0% 0% 0% 0 0 0 0 1. 2. 3. 4. er er er er am am am am G G G G
    42. Tra i (on ning M eo f th anual ree )
    43. Problem Solvers Confident Informal Learners Social Multi- Resilient tasking Got Game: John Beck and Mitchell Wade (2004)
    44. Solutions 1. Think Outside of PowerPoint 2. Borrow from Other Media 3. Provide a Challenge 4. Tell a Story 5. Leverage Gadgets 6. Form Learning Communities 7. Leverage Learner Created Content 8. Virtual World Learning 9. Technology Mentoring 10.Leverage games 11.Feedback 12.Mix it Up in the classroom
    45. Solution #1: Think Outside of PowerPoint
    46. Solution #2: Borrow from Other Media Think Radio talk- show, not college lecture
    47. Use a documentary format
    48. Consider using the “En Media Res” technique
    49. Solution #3: Provide a Challenge
    50. Can this group diagnose the patient? Do they know what tools to use? Do they know what questions to ask?
    51. Solution #4: Tell a Story Bourne Conspiracy Video Game
    52. Defense Intelligent Agency Training
    53. America’s Army
    54. PDG’s Sales Simulation Training
    55. Strategy #5: Leverage Gadgets Instructions 1. Following your planogram, assemble the columns of cubes on the floor by locking each cube in place 2. After each column is completed place the top plate on the top of each column 3. Continue until you have all the columns built
    56. Step Three: Lower Machine Leverage Gadgets
    57. Are you sending any Text Message information to learners? Training Quick small pieces of information that can inspire or motivate or teach them? Reminders, Updates, Talking Points, Bulleted Learning Items
    58. How Many Gadgets Do You have With You Right Now? 1. None 2. One 3. Two 4. Three 5. More than Three 0% 0% 0% 0% 0% e ne o e e re re on Tw O Th Th N n a th e or M
    59. Strategy #6: Form Learning Communities
    60. 12-17 18-21 Trends 12-17 18-21 22-26 27-40 41-50 51-61 62+ 22-26 27-40 41-50 51-61 62+ Creators Creators Critics Collectors Joiners Joiners Spectators Inactives
    61. Extend Conversations www.karlkapp.blogspot.com
    62. Clarification of Terms Tips and Techniques Posting/Collection of of Valuable Resources Links to Advice from syllabus, Alumni papers, articles Listing of university links
    63. Which is More Accurate Wikipedia or Encyclopedia Britannica? 1. Wikipedia 2. Encyclopedia 3. Equal in Accuracy 0% 0% 0% y a ia di c ed ra e ip op u cc ik cl W A cy n En li ua Eq
    64. Which Social Networking Software Do You Use the Most? 1. None 2. LinkedIn 3. MySpace 4. Ning 5. Facebook 6. What is this “Social Network” 0% 0% 0% 0% 0% 0% subject of which ce n g ok e ... dI on in pa bo l e N ia N nk you speak? yS ce oc Li M Fa “S is th t is ha W
    65. Strategy#7: Learner Created Content Create Youtube Moments.
    66. Real-time access to people Answering one question leads to more questions Sending Yourself Reminders. Reach across silos of information Quick question Broadcasting Thoughts and Opinions Mentoring
    67. Have you ever visited a virtual world? 1. Yes 2. No 3. Please, I live in a virtual world 0% 0% 0% s o . Ye .. N rt vi a in e iv Il s e, ea Pl
    68. Strategy #8: Virtual World Learning
    69. - Realistic simulators for contemporary Leadership Training - Integrate these games into leadership development programs - Attempt various leadership structures -Employees may make hundreds of leadership decision an hour in a game Leadership’s Online Labs Harvard Business Review, May 2008
    70. Strategy #9: Technology Mentoring
    71. Strategy #10: Leverage Games
    72. Leverage Games • Learning About New Information • Memorizing Terms • Identifying Terms
    73. Strategy # 11: Feedback
    74. Solution #12: Mix it up in the Classroom
    75. •Provide many feedback opportunities •Move from activity to activity •Use games and feedback devices •Break out sessions
    76. Use Small Group Exercises and Breakout Groups Pasha, P. (2005). Corporations woo baby boomers CNNMoney,
    77. Let Learner’s Teach
    78. Provide time for unstructured chats.
    79. Solutions 1. Think Outside of PowerPoint 2. Borrow from Other Media 3. Provide a Challenge 4. Tell a Story 5. Leverage Gadgets 6. Form Learning Communities 7. Leverage Learner Created Content 8. Virtual World Learning 9. Technology Mentoring 10.Leverage games 11.Feedback 12.Mix it Up in the classroom
    80. 5 Top Five-Individual Top Five-Group Top Five-Workshop
    81. You thought this presentation and information was… 1. Eye opening 2. Applicable to my situation 3. Nothing new 4. Boring 5. Can’t be done in my organization 6. Oh, it is over already… I could really have 0% 0% 0% 0% 0% 0% napped a little longer g w g .. .. in . in ... ne tu dy or en si y a ng m B op re y hi m in al e ot to ne Ey er N ov do e bl is e a b lic it ’t pp h, an O A C
    82. Questions and Resources • www.karlkapp.blogspot.com – Recommended books – Samples and Examples • Whitepaper available – http://www.e-learningguru.com/wpapers/vendor/Kapp_GGG.pdf • ASTD Learning Circuits – Teaching Facts with Fun, Online Games • Email: karlkapp@gmail.com • http://karlkapp.blogspot.com • www.gadgetsgamesandgizmos.com • “Gadgets, Games and Gizmos for Learning: Tools for Transferring Knowledge from the Boomers to the Gamers” – Pfeiffer

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