Using social software in teaching and learning activities to advance students’ digital literacy...
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“Using social software in teaching and learning activities
to advance students’ digital literacy for applications in the
health sector"
Terminology
• Digital technology literacy• Information literacy• ICT• Social software (Wikis, blogs, vlogs, podcasts,
YouTube)• 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 communicationReport writingOnline referral systemsPatient record-keepingStatistical record-keepingData-base researchVideo-conferencingTele-healthKnowledge 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
http://www.tise.cl/archivos/tise2006/01.pdf
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.
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 VRCourage:
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 VRGetting 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)
ReferencesFarrow, 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.