Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical...

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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

Transcript of Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical...

Page 1: Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical Education Curriculum: Adventures in Pedagogy 4th ICST.

Medicine, Nursing and Health Sciences

Wireless Serious Computer Games & Applications in the

Medical Education Curriculum:Adventures in Pedagogy

4th ICST International Conference on eHealth21st - 23rd November 2011, Malaga, Spain

Dr. Juanita Fernando

Bachelor of Medicine Bachelor of Surgery (MBBS)

DEVICES

Page 2: Medicine, Nursing and Health Sciences Wireless Serious Computer Games & Applications in the Medical Education Curriculum: Adventures in Pedagogy 4th ICST.

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Overview

1. Medical curricula and Serious Computer Games & Applications (SCG&A)

2. Logistics

3. Module

4. Reflection

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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.

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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

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•International Medical Informatics Association•Australasian College of Health Informatics•University of Auckland

•Centre for Health Innovation

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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

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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

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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

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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.

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Thank you

Questions?

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Monash University

Australia

Malaysia

South Africa

Italy

India

My home campus in Melbourne