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4th ICST International Conference on eHealth 21st - 23rd November 2011, Malaga, Spain

Wireless Serious Computer Games & Applications in the Medical Education Curriculum: Adventures in Pedagogy. Dr. Juanita Fernando Bachelor of Medicine Bachelor of Surgery (MBBS). 4th ICST International Conference on eHealth 21st - 23rd November 2011, Malaga, Spain. DEVICES. Overview.

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4th ICST International Conference on eHealth 21st - 23rd November 2011, Malaga, Spain

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  1. Wireless Serious Computer Games & Applications in the Medical Education Curriculum:Adventures in Pedagogy Dr. Juanita Fernando Bachelor of Medicine Bachelor of Surgery (MBBS) 4th ICST International Conference on eHealth 21st - 23rd November 2011, Malaga, Spain DEVICES

  2. Overview • Medical curricula and Serious Computer Games & Applications (SCG&A) • Logistics • Module • Reflection

  3. Medical curricula • Global IT health workforce shortage • Medical curricula is crowded • Use of mobile tools- tablets and smartphones - ubiquitous in clinical settings ; lag • A proactive approach to addressing a significant pedagogical deficiency in a medical curriculum.

  4. Logistics • The module embedded as an option in the integrated second semester unit of 1st year • Establish foundation: • Multidisciplinary and collegiate support • Student enrolment voluntary • Appealing title • Design learning objectives • International Medical Informatics Association • Australasian College of Health Informatics • University of Auckland • Centre for Health Innovation

  5. The module • Understand differences between SCG&A for health & wellness • Be able to use new & emerging SCG&A tools • Awareness of risks and benefits • Navigate and install applications as required • Basic research & presentation skills

  6. Reflection • Course required to fit real-life learning and teaching facilities in financially constrained setting • Own reflection & adjustments: • Need for context : global & domestic m-health and wireless efforts, jargon • Mismatch between our perceptions/expectations and students’'techno-savvy' and skills (sex & devices too) • SCG&A costs per student • Student topics Gaming and Addiction 3D Anatomy Apps Medical Smartphone Apps The Usability of Online Brain-Training Apps Investigating and Critiquing the Relationship Between Electronic Games and the Onset of Dementia

  7. Conclusion: achievements • SCG&A embedded into medical pedagogy, students own learning and reflection – a start • Development of HIT and SCG&A academic champions in the MBBS and across Monash (Australian Healthcare Week) • Emergent research and research groups: staff and students and universities from Canada and the UK.

  8. Thank you Questions? Monash University Australia Malaysia South Africa Italy India My home campus in Melbourne

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