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Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical Education Curriculum: Adventures in Pedagogy 4th ICST.

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Presentation on theme: "Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical Education Curriculum: Adventures in Pedagogy 4th ICST."— Presentation transcript:

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

2 2 Overview 1.Medical curricula and Serious Computer Games & Applications (SCG&A) 2.Logistics 3.Module 4.Reflection

3 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 1 st year  Establish foundation: –Multidisciplinary and collegiate support –Student enrolment voluntary –Appealing title  Design learning objectives 4 International Medical Informatics Association Australasian College of Health Informatics University of Auckland Centre for Health Innovation

5 The module 1.Understand differences between SCG&A for health & wellness 2.Be able to use new & emerging SCG&A tools 3.Awareness of risks and benefits 4.Navigate and install applications as required 5.Basic research & presentation skills 5

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 6 1.Gaming and Addiction 2.3D Anatomy Apps 3.Medical Smartphone Apps 4.The Usability of Online Brain-Training Apps 5.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. 7

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


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