Simulation, Virtual Worlds and Game Mechanics in Nursing Education
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Higher History Past paper questions - Britain 1851-1951mrmarr
This document provides sample past paper questions for the Britain 1851-1951 Higher history exam covering three different time periods:
1) 1851-1914 focusing on expanding democracy and women's suffrage.
2) 1906-1914 examining social welfare reforms under the Liberal government and reasons behind them.
3) 1945-1951 assessing the effectiveness of Labour's social reforms in dealing with postwar social problems.
The document provides an overview of ancient Greek civilization and its influence on Western culture. It discusses how the Greeks developed ideas around competition, politics, democracy, mathematics, philosophy, art, and theater. Politically, Greece was made up of small city-states like Athens and Sparta. Greek art sought to represent both realistic and idealized forms, focusing on symmetry, proportion and harmony. The rapid development of Greek art represented a major break from previous artistic traditions.
Gender identity and sexual orientation chapter 9tmbouvier
This document discusses gender identity and sexual orientation. It defines key terms like gender identity, sexual orientation, transgender, cisgender, and more. It explores how gender identity may differ from biological sex and can be shaped by both nature and nurture. It also addresses obstacles faced by transgender individuals like access to healthcare and discrimination. The document aims to increase understanding of diverse identities and lifestyles.
Mesopotamian art spanned several ancient civilizations along the Tigris and Euphrates rivers including the Sumerians, Akkadians, Assyrians, and Babylonians. Sumerian art featured sculptures with stylized figures and relief work on objects like the Standard of Ur. Akkadian art assimilated Sumerian styles like the Victory Stele of Naram-Sin depicting military campaigns. Assyrian art specialized in narrative stone reliefs that decorated palaces and included scenes from the Palace of Ashurbanipal. Babylonians excelled at glazed tile sculptures and rebuilt the Ishtar Gate originally from the Temple of Bel.
Psychological Health Among couple and family.pptxselvaraj227
Psychological Health among couples and family- infertility, Family, couples, FAMILY LIFE CYCLE, infertility affects a family, Infertility Impacts Relationship, Ways to Cope, FAMILY THERAPY, Couple Therapy,Sexual Stress , Fears , Tension and Resentment, Misunderstandings, Financial Strain, Differences of Opinion, Communicate , Connect in Other Ways Allow for Differences Counselling, Remember Infertility Is Not Forever, Eventually, you’ll either have a child or stop trying to conceive. But there is life after infertility. Hold onto that hope.
Full GDPR toolkit: https://quality.eqms.co.uk/gdpr-general-data-protection-regulation-eu-toolkit
This free online training presentation provides you with information about how to comply with the General Data Protection Regulation, managing breaches, engaging employees, key requirements and more.
This document summarizes a study that examined the effects of different types of victim impact statements on mock juror sentencing decisions. 120 mock jurors read a trial scenario about a workplace bombing and were given no victim impact statement or a statement from the victim's wife, coworker, or firefighter who responded to the crime scene. Only the coworker's statement led to harsher sentencing judgments. However, participants rated the wife's suffering as most severe, showing perceptions of suffering may not predict sentencing. The implications of these findings for legal cases allowing victim impact statements are discussed.
Higher History Past paper questions - Britain 1851-1951mrmarr
This document provides sample past paper questions for the Britain 1851-1951 Higher history exam covering three different time periods:
1) 1851-1914 focusing on expanding democracy and women's suffrage.
2) 1906-1914 examining social welfare reforms under the Liberal government and reasons behind them.
3) 1945-1951 assessing the effectiveness of Labour's social reforms in dealing with postwar social problems.
The document provides an overview of ancient Greek civilization and its influence on Western culture. It discusses how the Greeks developed ideas around competition, politics, democracy, mathematics, philosophy, art, and theater. Politically, Greece was made up of small city-states like Athens and Sparta. Greek art sought to represent both realistic and idealized forms, focusing on symmetry, proportion and harmony. The rapid development of Greek art represented a major break from previous artistic traditions.
Gender identity and sexual orientation chapter 9tmbouvier
This document discusses gender identity and sexual orientation. It defines key terms like gender identity, sexual orientation, transgender, cisgender, and more. It explores how gender identity may differ from biological sex and can be shaped by both nature and nurture. It also addresses obstacles faced by transgender individuals like access to healthcare and discrimination. The document aims to increase understanding of diverse identities and lifestyles.
Mesopotamian art spanned several ancient civilizations along the Tigris and Euphrates rivers including the Sumerians, Akkadians, Assyrians, and Babylonians. Sumerian art featured sculptures with stylized figures and relief work on objects like the Standard of Ur. Akkadian art assimilated Sumerian styles like the Victory Stele of Naram-Sin depicting military campaigns. Assyrian art specialized in narrative stone reliefs that decorated palaces and included scenes from the Palace of Ashurbanipal. Babylonians excelled at glazed tile sculptures and rebuilt the Ishtar Gate originally from the Temple of Bel.
Psychological Health Among couple and family.pptxselvaraj227
Psychological Health among couples and family- infertility, Family, couples, FAMILY LIFE CYCLE, infertility affects a family, Infertility Impacts Relationship, Ways to Cope, FAMILY THERAPY, Couple Therapy,Sexual Stress , Fears , Tension and Resentment, Misunderstandings, Financial Strain, Differences of Opinion, Communicate , Connect in Other Ways Allow for Differences Counselling, Remember Infertility Is Not Forever, Eventually, you’ll either have a child or stop trying to conceive. But there is life after infertility. Hold onto that hope.
Full GDPR toolkit: https://quality.eqms.co.uk/gdpr-general-data-protection-regulation-eu-toolkit
This free online training presentation provides you with information about how to comply with the General Data Protection Regulation, managing breaches, engaging employees, key requirements and more.
This document summarizes a study that examined the effects of different types of victim impact statements on mock juror sentencing decisions. 120 mock jurors read a trial scenario about a workplace bombing and were given no victim impact statement or a statement from the victim's wife, coworker, or firefighter who responded to the crime scene. Only the coworker's statement led to harsher sentencing judgments. However, participants rated the wife's suffering as most severe, showing perceptions of suffering may not predict sentencing. The implications of these findings for legal cases allowing victim impact statements are discussed.
Simulation, virtual worlds, and game mechanics are increasingly being used in nursing education to provide engaging and effective learning experiences. Simulation allows students to practice skills in realistic clinical scenarios while receiving immediate feedback in a safe environment. Virtual worlds promote social interaction and exploratory learning through computer-simulated representations. Games enhance learning through competitive and goal-oriented mechanics. These tools are expected to increasingly supplement and potentially replace traditional teaching methods by offering interactive, flexible, and transparent learning while improving outcomes like knowledge, skills, self-confidence, and patient safety.
Simulation & Virtual Reality in Nursing Education.v5.ppsxMichelleC62
This document discusses the use of simulation and virtual reality in nursing education. It defines simulation as experiences that mimic clinical practice using tools like mannequins or virtual simulations. Virtual reality allows for immersive 3D experiences. Simulation and virtual reality are effective tools that allow nursing students to bridge theory and practice, gain skills and confidence, and learn in a safe environment without risk to patients. Research shows these modalities can improve clinical skills and judgement when used together. While effective, limitations include limited patient presentations and uncontrolled real-world variables cannot be fully simulated.
[Challenge:Future] A Cross-Industry Four-Part Education SystemChallenge:Future
Team Achievement 2022 proposed a new 4-part education system to prepare students for future careers based on current economic, business, technology, and education trends. The system includes: 1) MOOCs for theoretical learning without boundaries, 2) Augmented reality for practical skills training in a safe environment, 3) Neuro-imaging to develop coping strategies, and 4) Mentorship for real-world connections. This holistic approach would help students pursue careers like crisis management by providing technical, experiential, psychological, and industry-focused learning. However, considerations like training academics, ensuring high MOOC quality, developing augmented reality software, and addressing ethics must first be addressed before widespread implementation.
This study examined the effect of virtual reality (VR) technology on welding skill performance during a one-hour welding training session. 101 students were randomly assigned to one of four groups that received different combinations of live welding practice and VR welding practice. Their welding skills were then evaluated. The study found no statistically significant differences in welding scores between the four groups, suggesting that a short VR welding training session did not significantly impact welding skill performance compared to only live welding practice. The researchers recommend replicating this study with a longer training period to further explore the potential impacts of VR technology on welding skill development.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
This document discusses educational trends in medical education, with a focus on collaborative technologies and pedagogical models. It notes that modern medical students are digital natives who learn best with technology integrated into their education. The document outlines trends in active and technology-enhanced learning in medicine, including blended learning models. It also discusses models for integrating technology into teaching, such as TPACK and SAMR, and provides examples of collaborative technologies used at one medical school, including Google Suite, Edmodo, and Padlet. Both opportunities and barriers to collaborative technology integration in medical education are reviewed. The conclusion emphasizes that collaborative technologies can and should be used more widely in Romanian medical education.
This document discusses gamification of nursing education. It defines gamification as using game mechanics to engage users and influence their behaviors. Popular gamification mechanics mentioned include leaderboards, badges, and points/virtual currency. The benefits of using games in nursing education are increasing learner engagement, making learning fun and interactive, and improving knowledge absorption and retention. It recommends integrating multiple mechanics and designing games to meet learning objectives.
Blockchain and machine learning in education: a literature reviewIAESIJAI
There is a growing influence around the use of technology in education, with many solutions already being implemented and many others being explored. Using various forms of technology to assist the educational process has increased dramatically in the previous decade in education systems in many respects. Both machine learning and the blockchain have had a significant impact on education. The purpose of this study is to conduct a literature review on the application of machine learning and blockchain technology in educational institutions. Additionally, this study examines the potential applications, benefits, and challenges those educational institutions may face as a result of using machine learning and blockchain technologies. Using machine learning and blockchain in educational systems will have a positive impact on the entire educational process and student achievement. Researchers, academics, and practitioners will benefit from this study to focus on a wider range of educational applications and solve the related issues of machine learning and blockchain technology in the education sector.
A STUDY OF EMERGING TECHNOLOGIES AND THEIR IMPACT ON TEACHING-LEARNING PROCESSLindsey Sais
The document discusses emerging technologies and their impact on teaching and learning processes. It conducted a study using a questionnaire to collect data from teachers on how information technology has impacted education in Pakistan. The results showed that information technology has substantially impacted the education sector by enhancing teachers' communication skills, teaching methods, and ability to guide students on technology use. The document recommends maximizing information technology use in teaching to improve teachers' skills and students' knowledge.
Remedios Hebert
RE: Discussion - Week 3
COLLAPSE
Main Post
Nurse informaticists, nurse informatics specialists (NIS), and data specialists work with different departments across the continuum. One of my experiences in working with a NIS occurred during my orientation as a new hire at a Magnet recognized hospital. A NIS was the person in charge of ensuring that newly hired employees were trained to use their software system called Epic. Some strategies that I recommend are providing new hires a break in between the lengthy modules and making the training interesting and fun, while assuring there are enough computer technicians to answer questions that newly hired employees may have. The modules were easy to follow for some of the new hires, but others had difficulty. The problem was that everyone was on a different level of learning. Some of the new hires already had the experience of using Epic software, and some did not. Creating employee training is difficult, especially if one is training a new hire without any experience in using a computer.
The following scenario was what I remembered: Every new hire was provided with a thick binder that contained different scenarios in different nursing departments. It felt almost like a race to complete through all the scenarios in the binder, leaving some of the people behind who were not tech-savvy, and were unfamiliar with the use of an EHR system. One data specialist and a NIS were available throughout the orientation to answer questions; however, many of the new hires who lacked understanding from the modules waited a long time to raise their questions and to get help. What was helpful for those who fell behind and needed continuing practice in Epic was going to the learning laboratory. This notion was started on the self-regulated learning principle that effective learning can be achieved by encouraging learners to participate in their own learning process (Sandars, 2013). Everyone was welcome and encouraged to use the computer learning library even after completing their orientation. Sometimes, it just takes getting used to technology by practicing over and over before getting better at it. Going to the computer library is an incentive that many organizations do not have and using it helps the employee to become more knowledgeable.
In 2017, Heidarizadeh et al. reported that many nurses identify some of their challenges are related to systems and technology. This is especially true for me, and I am sure that many other nurses feel they spend a lot of time on documentation requirements, which takes us away from nursing care. Interdisciplinary is a word that I often use when needing to count on other co-workers. Nurses cannot do everything on their own; they must learn to rely on their teammates, other disciplines, and the support of technology. McGonigle and Mastrian (2018) concluded that interprofessional collaboration is emerging as a.
Human-Centered Learning Analytics and Artificial Intelligence in Education: H...Yannis
Although Artificial Intelligence (AI) and Learning Analytics (LA) have shown their potential in Education, stakeholders’ agency seems to be threatened. On the other hand, multiple issues regarding FATE (Fairness, Accountability, Transparency and Ethics) have been raised when AI or LA-based solutions are designed and implemented. These issues have been especially acute since the emergence of Large Language Models and Generative AI.
This talk discusses the quest for an optimal balance between human and computational agents, when LA tools and services are employed in a Technology Enhanced Learning (TEL) ecosystem. Through the discussion of relevant conceptual models and examples, it argues for Human-Centered Learning Analytics (HCLA) and Human-Centered Artificial Intelligence (HCAI) approaches, where agency and FATE principles are essential design parameters.
The talk focuses especially on LA/AI solutions that may position teachers as designers of effective interventions and orchestration actions. Selected Human-Centered Design (HCD) principles are discussed and illustrated, and directions for future research and development are formulated to overcome the main obstacles for adoption of human-centered approaches for LA and AI in education.
Cost readiness: Analysis of pre-implementation mobile bankingAI Publications
An examination and analysis of the cost readiness element in relation to mobile banking deployment in Kurdistan is the major objective of this research. The research is presented here as an abstract. The study will investigate the aspects of cost preparedness and cost efficiency that have an impact on the effective adoption of a mobile banking system, and it will provide prospective and long-term solutions that would go a long way toward overcoming cost barriers in the future. In order to ascertain whether or not pre-implementation mobile banking will be financially viable, the researchers turned to a quantitative study approach. There were a total of 516 individuals from different private banks in Kurdistan that took part in this survey. The findings indicated that cost readiness possesses a significant predictive value for mobile banking and will have a direct and positive link with it in the future. One of the drawbacks of the study is that the survey questions may not necessarily generalize to the larger community of teachers and administrative workers at private banks. This is one of the limitations of the survey questions.
Multimedia presentation to board of education on augmented reality for diffus...Jeannie Frazier
The document proposes implementing augmented reality in classrooms and provides supporting research. It discusses how AR can engage students by bringing lessons to life through virtual overlays of real objects. Research shows AR helps learning and several developers have created educational AR modules. While the technology faces challenges, early adopter teachers are using AR successfully. The presentation recommends providing teacher training and resources to help AR gain acceptance and improve education.
This document discusses the effectiveness of digital modalities as training and learning environments. It begins by outlining the costs of traditional employee training and how digital simulations can reduce costs while increasing safety. It then examines the current landscape of digital learning, including inconsistent growth in different technology-based training methods. The rest of the document discusses factors that impact the effectiveness of digital learning environments, such as trainee digital literacy, characteristics of different digital environments, examples of current digital learning implementations, and areas for further research.
The document discusses teaching and learning with technology in the 21st century. It argues that technology alone is not enough and that the pedagogy used is key. It advocates shifting education's focus from knowledge to skills like collaboration, critical thinking, and problem solving. New skills are needed like responsibility, reliability and integrity in the digital age. Educational tools discussed include educational games, gamification, robots, multitouch tables, and their benefits. The document concludes with references supporting technology integration best practices.
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
The document discusses Hendy Ferdian's reasons for majoring in information systems. It provides definitions of information systems from various sources that describe information systems as social systems that utilize information technology to gather, process, store, use, and disseminate information needed by organizations. The document also notes that while AI can perform some human tasks, humans are still needed to maintain machines, develop better programs, and apply programs.
Use of game environments in a postgraduate blended learning programmeMari Cruz Garcia
This presentation analyses the concept of game learning and gamification, showing examples of how interactive games can be used in support of the face-to-face teaching for some of the modules of the postgraduate programme PG CERT/PG DIP/MSc in Diabetes Care and Education. The interactive games have been developed in Saduworld, a bespoke 3D learning platform developed by the Kuwait Scotland eHealth Innovation Network (KSEHIN) and TPDL, a video games development company based in Dundee.
Human-centered AI: how can we support end-users to interact with AI?Katrien Verbert
The document summarizes research on developing human-centered AI systems that support end-users. It discusses explaining model outcomes to increase trust, enabling user interaction with explanations, and identifying what end-users need through evaluations. Strategies discussed include data-centric explanations, in-situ decision support, explaining model behavior, and addressing different needs in high-stakes domains like healthcare. The goal is developing explanations and interfaces tailored to non-experts through user-centered design and evaluations.
Design and implementation of instructional 3D Web-based interactive medical d...Pubrica
The document discusses the design and implementation of interactive 3D web-based medical devices for educational purposes. It describes how virtual reality and simulations can provide hands-on training for healthcare professionals to learn procedures. The 3D models of medical equipment and virtual patients are integrated into an online learning environment. The goals are to address limitations on training opportunities due to changes in healthcare and to improve safety by teaching workers how to use common devices.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Simulation, virtual worlds, and game mechanics are increasingly being used in nursing education to provide engaging and effective learning experiences. Simulation allows students to practice skills in realistic clinical scenarios while receiving immediate feedback in a safe environment. Virtual worlds promote social interaction and exploratory learning through computer-simulated representations. Games enhance learning through competitive and goal-oriented mechanics. These tools are expected to increasingly supplement and potentially replace traditional teaching methods by offering interactive, flexible, and transparent learning while improving outcomes like knowledge, skills, self-confidence, and patient safety.
Simulation & Virtual Reality in Nursing Education.v5.ppsxMichelleC62
This document discusses the use of simulation and virtual reality in nursing education. It defines simulation as experiences that mimic clinical practice using tools like mannequins or virtual simulations. Virtual reality allows for immersive 3D experiences. Simulation and virtual reality are effective tools that allow nursing students to bridge theory and practice, gain skills and confidence, and learn in a safe environment without risk to patients. Research shows these modalities can improve clinical skills and judgement when used together. While effective, limitations include limited patient presentations and uncontrolled real-world variables cannot be fully simulated.
[Challenge:Future] A Cross-Industry Four-Part Education SystemChallenge:Future
Team Achievement 2022 proposed a new 4-part education system to prepare students for future careers based on current economic, business, technology, and education trends. The system includes: 1) MOOCs for theoretical learning without boundaries, 2) Augmented reality for practical skills training in a safe environment, 3) Neuro-imaging to develop coping strategies, and 4) Mentorship for real-world connections. This holistic approach would help students pursue careers like crisis management by providing technical, experiential, psychological, and industry-focused learning. However, considerations like training academics, ensuring high MOOC quality, developing augmented reality software, and addressing ethics must first be addressed before widespread implementation.
This study examined the effect of virtual reality (VR) technology on welding skill performance during a one-hour welding training session. 101 students were randomly assigned to one of four groups that received different combinations of live welding practice and VR welding practice. Their welding skills were then evaluated. The study found no statistically significant differences in welding scores between the four groups, suggesting that a short VR welding training session did not significantly impact welding skill performance compared to only live welding practice. The researchers recommend replicating this study with a longer training period to further explore the potential impacts of VR technology on welding skill development.
HICSS ATLT: Advances in Teaching and Learning TechnologiesOlga Scrivner
The document summarizes recent research presented at the Hawaii International Conference on System Sciences related to using virtual and augmented reality technologies in education. Key points discussed include the potential of these technologies to enhance learning through immersive experiences, interaction, and customized instruction. Several studies examined how virtual reality can support different levels of learning and topics. Design principles for virtual reality learning emphasized aligning the technology with learning objectives and incorporating interactivity, motivation, and multi-sensory experiences.
This document discusses educational trends in medical education, with a focus on collaborative technologies and pedagogical models. It notes that modern medical students are digital natives who learn best with technology integrated into their education. The document outlines trends in active and technology-enhanced learning in medicine, including blended learning models. It also discusses models for integrating technology into teaching, such as TPACK and SAMR, and provides examples of collaborative technologies used at one medical school, including Google Suite, Edmodo, and Padlet. Both opportunities and barriers to collaborative technology integration in medical education are reviewed. The conclusion emphasizes that collaborative technologies can and should be used more widely in Romanian medical education.
This document discusses gamification of nursing education. It defines gamification as using game mechanics to engage users and influence their behaviors. Popular gamification mechanics mentioned include leaderboards, badges, and points/virtual currency. The benefits of using games in nursing education are increasing learner engagement, making learning fun and interactive, and improving knowledge absorption and retention. It recommends integrating multiple mechanics and designing games to meet learning objectives.
Blockchain and machine learning in education: a literature reviewIAESIJAI
There is a growing influence around the use of technology in education, with many solutions already being implemented and many others being explored. Using various forms of technology to assist the educational process has increased dramatically in the previous decade in education systems in many respects. Both machine learning and the blockchain have had a significant impact on education. The purpose of this study is to conduct a literature review on the application of machine learning and blockchain technology in educational institutions. Additionally, this study examines the potential applications, benefits, and challenges those educational institutions may face as a result of using machine learning and blockchain technologies. Using machine learning and blockchain in educational systems will have a positive impact on the entire educational process and student achievement. Researchers, academics, and practitioners will benefit from this study to focus on a wider range of educational applications and solve the related issues of machine learning and blockchain technology in the education sector.
A STUDY OF EMERGING TECHNOLOGIES AND THEIR IMPACT ON TEACHING-LEARNING PROCESSLindsey Sais
The document discusses emerging technologies and their impact on teaching and learning processes. It conducted a study using a questionnaire to collect data from teachers on how information technology has impacted education in Pakistan. The results showed that information technology has substantially impacted the education sector by enhancing teachers' communication skills, teaching methods, and ability to guide students on technology use. The document recommends maximizing information technology use in teaching to improve teachers' skills and students' knowledge.
Remedios Hebert
RE: Discussion - Week 3
COLLAPSE
Main Post
Nurse informaticists, nurse informatics specialists (NIS), and data specialists work with different departments across the continuum. One of my experiences in working with a NIS occurred during my orientation as a new hire at a Magnet recognized hospital. A NIS was the person in charge of ensuring that newly hired employees were trained to use their software system called Epic. Some strategies that I recommend are providing new hires a break in between the lengthy modules and making the training interesting and fun, while assuring there are enough computer technicians to answer questions that newly hired employees may have. The modules were easy to follow for some of the new hires, but others had difficulty. The problem was that everyone was on a different level of learning. Some of the new hires already had the experience of using Epic software, and some did not. Creating employee training is difficult, especially if one is training a new hire without any experience in using a computer.
The following scenario was what I remembered: Every new hire was provided with a thick binder that contained different scenarios in different nursing departments. It felt almost like a race to complete through all the scenarios in the binder, leaving some of the people behind who were not tech-savvy, and were unfamiliar with the use of an EHR system. One data specialist and a NIS were available throughout the orientation to answer questions; however, many of the new hires who lacked understanding from the modules waited a long time to raise their questions and to get help. What was helpful for those who fell behind and needed continuing practice in Epic was going to the learning laboratory. This notion was started on the self-regulated learning principle that effective learning can be achieved by encouraging learners to participate in their own learning process (Sandars, 2013). Everyone was welcome and encouraged to use the computer learning library even after completing their orientation. Sometimes, it just takes getting used to technology by practicing over and over before getting better at it. Going to the computer library is an incentive that many organizations do not have and using it helps the employee to become more knowledgeable.
In 2017, Heidarizadeh et al. reported that many nurses identify some of their challenges are related to systems and technology. This is especially true for me, and I am sure that many other nurses feel they spend a lot of time on documentation requirements, which takes us away from nursing care. Interdisciplinary is a word that I often use when needing to count on other co-workers. Nurses cannot do everything on their own; they must learn to rely on their teammates, other disciplines, and the support of technology. McGonigle and Mastrian (2018) concluded that interprofessional collaboration is emerging as a.
Human-Centered Learning Analytics and Artificial Intelligence in Education: H...Yannis
Although Artificial Intelligence (AI) and Learning Analytics (LA) have shown their potential in Education, stakeholders’ agency seems to be threatened. On the other hand, multiple issues regarding FATE (Fairness, Accountability, Transparency and Ethics) have been raised when AI or LA-based solutions are designed and implemented. These issues have been especially acute since the emergence of Large Language Models and Generative AI.
This talk discusses the quest for an optimal balance between human and computational agents, when LA tools and services are employed in a Technology Enhanced Learning (TEL) ecosystem. Through the discussion of relevant conceptual models and examples, it argues for Human-Centered Learning Analytics (HCLA) and Human-Centered Artificial Intelligence (HCAI) approaches, where agency and FATE principles are essential design parameters.
The talk focuses especially on LA/AI solutions that may position teachers as designers of effective interventions and orchestration actions. Selected Human-Centered Design (HCD) principles are discussed and illustrated, and directions for future research and development are formulated to overcome the main obstacles for adoption of human-centered approaches for LA and AI in education.
Cost readiness: Analysis of pre-implementation mobile bankingAI Publications
An examination and analysis of the cost readiness element in relation to mobile banking deployment in Kurdistan is the major objective of this research. The research is presented here as an abstract. The study will investigate the aspects of cost preparedness and cost efficiency that have an impact on the effective adoption of a mobile banking system, and it will provide prospective and long-term solutions that would go a long way toward overcoming cost barriers in the future. In order to ascertain whether or not pre-implementation mobile banking will be financially viable, the researchers turned to a quantitative study approach. There were a total of 516 individuals from different private banks in Kurdistan that took part in this survey. The findings indicated that cost readiness possesses a significant predictive value for mobile banking and will have a direct and positive link with it in the future. One of the drawbacks of the study is that the survey questions may not necessarily generalize to the larger community of teachers and administrative workers at private banks. This is one of the limitations of the survey questions.
Multimedia presentation to board of education on augmented reality for diffus...Jeannie Frazier
The document proposes implementing augmented reality in classrooms and provides supporting research. It discusses how AR can engage students by bringing lessons to life through virtual overlays of real objects. Research shows AR helps learning and several developers have created educational AR modules. While the technology faces challenges, early adopter teachers are using AR successfully. The presentation recommends providing teacher training and resources to help AR gain acceptance and improve education.
This document discusses the effectiveness of digital modalities as training and learning environments. It begins by outlining the costs of traditional employee training and how digital simulations can reduce costs while increasing safety. It then examines the current landscape of digital learning, including inconsistent growth in different technology-based training methods. The rest of the document discusses factors that impact the effectiveness of digital learning environments, such as trainee digital literacy, characteristics of different digital environments, examples of current digital learning implementations, and areas for further research.
The document discusses teaching and learning with technology in the 21st century. It argues that technology alone is not enough and that the pedagogy used is key. It advocates shifting education's focus from knowledge to skills like collaboration, critical thinking, and problem solving. New skills are needed like responsibility, reliability and integrity in the digital age. Educational tools discussed include educational games, gamification, robots, multitouch tables, and their benefits. The document concludes with references supporting technology integration best practices.
Content validity study: a gamification model to drive behavior change in defe...IJECEIAES
Gamification refers to transforming the environment to become more game-like to produce a positive experience. In this study, the researchers developed a gamification model, namely the GAMEBC model, to drive behavior change through a health awareness campaign in defeating the coronavirus disease 2019 (COVID-19) pandemic. The GAMEBC model was developed based on the self-determination theory (SDT) and gamification design literature. The GAMEBC model in this study involves four elements: competence, relatedness, autonomy, and engagement. Each element includes criteria that drive behavior change in health awareness campaigns. However, studies that validated the gamification model elements are limited, specifically to drive behavior change. Therefore, the content validity of the GAMEBC model instrument was carried out, and the analysis was based on thirteen expert reviews. The mean value and inter-rater agreement approach were implemented to examine the content validity ratio (CVR), item content validity index (I-CVI), and scale content validity index (S-CVI). The expert evaluation approach was implemented to review the GAMEBC model in terms of relevance and clarity. The data were analyzed using descriptive analysis. As a result of this work, we formulated an instrument that can be used to model and measure behavior change through the gamification approach in health awareness campaigns.
The document discusses Hendy Ferdian's reasons for majoring in information systems. It provides definitions of information systems from various sources that describe information systems as social systems that utilize information technology to gather, process, store, use, and disseminate information needed by organizations. The document also notes that while AI can perform some human tasks, humans are still needed to maintain machines, develop better programs, and apply programs.
Use of game environments in a postgraduate blended learning programmeMari Cruz Garcia
This presentation analyses the concept of game learning and gamification, showing examples of how interactive games can be used in support of the face-to-face teaching for some of the modules of the postgraduate programme PG CERT/PG DIP/MSc in Diabetes Care and Education. The interactive games have been developed in Saduworld, a bespoke 3D learning platform developed by the Kuwait Scotland eHealth Innovation Network (KSEHIN) and TPDL, a video games development company based in Dundee.
Human-centered AI: how can we support end-users to interact with AI?Katrien Verbert
The document summarizes research on developing human-centered AI systems that support end-users. It discusses explaining model outcomes to increase trust, enabling user interaction with explanations, and identifying what end-users need through evaluations. Strategies discussed include data-centric explanations, in-situ decision support, explaining model behavior, and addressing different needs in high-stakes domains like healthcare. The goal is developing explanations and interfaces tailored to non-experts through user-centered design and evaluations.
Design and implementation of instructional 3D Web-based interactive medical d...Pubrica
The document discusses the design and implementation of interactive 3D web-based medical devices for educational purposes. It describes how virtual reality and simulations can provide hands-on training for healthcare professionals to learn procedures. The 3D models of medical equipment and virtual patients are integrated into an online learning environment. The goals are to address limitations on training opportunities due to changes in healthcare and to improve safety by teaching workers how to use common devices.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
RHEOLOGY Physical pharmaceutics-II notes for B.pharm 4th sem students
Simulation 255.pptx
1. Simulation, Virtual Worlds and
Game Mechanics in Nursing
Education
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2. Introduction
• Improved development of nursing information has
promoted nursing education (Pellas et al., 2021). It
has enabled educators to apply better education tools
such as Virtual Worlds, Simulation, and Game
Mechanics (McGonigle. & Mastrian, 2022). They offer
an engaging, effective and efficient educational
experience to promote the nursing outcome.
3. Simulation
•Simulation refers to imitations of real
circumstances or real-life events. They can be
applied to facilitate practicing skills and
replicable in a clinical scenario (ANA, 2022). They
are usually considered less fun to use but more
realistic than games.
8. Current Use in Nursing Education
• Body explorer: physical reality is combined with visual reality
CliniSpace: 3-dimensional representation of a health care setting
• MicrosoftHoloLens: viewing is supported by wearing a mixed reality
on the head. It ensures the viewing of high definition holograms
(HIMSS, 2022)
• ShadowHealth: It entails a digital clinical experience enabling better
interaction of student nurses and their educators
• Vsim: Cognitive nursing skills are applied better
9. Future Use in Nursing Education
•Replace or improve the traditional teaching
•Enhance nursing education by providing
efficiency and convenience (Ghanbarzadeh &
Ghapanchi, 2021).
•Improving provision of skills and knowledge
•Enhancing adoption of new models
10. Effectiveness
• Ensures interactive environment
• Teaches both students and their teachers to enhance knowledge
• Ensures immediate feedback and realistic context
• Improves self-confidence, flexibility and transparency
• Offers controlled and safe environments (McGonigle. & Mastrian,
2022)
• Improve efficiency and realism, and Increases knowledge
11. Limitations
• It is costly
• Requires technical skills and knowledge (ANA, 2022)
• It is dynamic and keep on changing
• Can be overtaken by emerging technology
12. References
Ghanbarzadeh, R., & Ghapanchi, A. H. (2021). Uncovering educational outcomes deriving from students’
acceptance and involvement with 3D virtual worlds. Education and information technologies, 26(1),
311-337. https://doi.org/10.1007/s10639-020-10272-7
Healthcare Information and Management Systems Society [HIMSS] (2022). What Is Nursing Informatics?
Retrieved from https://www.himss.org/resources/what-nursing-informatics
Koivisto, J. M., Haavisto, E., Niemi, H., Haho, P., Nylund, S., & Multisilta, J. (2018). Design principles for
simulation games for learning clinical reasoning: A design-based research approach. Nurse education
today, 60, 114-120. https://doi.org/10.1016/j.nedt.2017.10.002
McGonigle, D. & Mastrian, K. (2022). Nursing Informatics and the Foundation of Knowledge (5th ed.).
Jones and Bartlett Publishers.
Nanodave (2011). Collaboration and virtual worlds for Science, Technology, Healthcare. Virtual World
Innovations. Retrieved from https://knowledgecast.wordpress.com/
Pellas, N., Mystakidis, S., & Christopoulos, A. (2021). A Systematic Literature Review on the User
Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education.
Multimodal Technologies and Interaction, 5(6), 28. https://doi.org/10.3390/mti5060028
The American Nurses Association [ANA] (2022). Guidelines for using social media. Retrieved from
https://www.nursingworld.org/social/