Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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This was a presentation for colleagues in the School of Health and Social Development at Deakin University in 2007

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  • 1. Using social software in teaching and learning activitiesto advance students digital literacy for applications in the health sector"

2. The story so far... Teaching and Learning conference STALG application Conference abstract submission STALG disappointment Looking for options e-portfolio trial Incorporation of new e-technology 3. Terminology

  • Digital technology literacy
  • Information literacy
  • ICT
  • Social software (Wikis, blogs, vlogs, podcasts, You Tube )
  • VR
  • Tele-health
  • e -health
  • Video- conferencing

4. 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) 5. 6. And the prime minister has even worked it out! 7. Basic online technology in day to day practice in the health care environment 8. Basic ICT in day to day practice in the health care environment

  • Email communication
  • Report writing
  • Online referral systems
  • Patient record-keeping
  • Statistical record-keeping
  • Data-base research
  • Video-conferencing
  • Tele-health
  • Knowledge management

9. Advancing applications of ICT in day to day practice in the health care environment 10. 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

11. Therapeutic Games and activities 12. 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 patients attention away from a painful or uncomfortable medical procedure such as during burn wound care, intravenous insertions and chemotherapy.

http://www.tise.cl/archivos/tise2006/01.pdf 13. 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.

14. Reports by participants in VR

  • Courage:
  • no longer afraid to try new things.
  • Safety:
  • test ability before entering a real-lifeenvironment.
  • Control:
  • Feelings of control compared with usual life.
  • Competence:
  • Enabling competence and positive feelingsof self.

15. Reports by participants in VR

  • Getting moving:
  • VR more fun than exercises
  • Improve capacities:
  • helpful for visual neglect and corticalblindness, improved strength in affectedlimbs
  • Positive feelings:
  • pleasurable and fun, relaxing, entertaining,refreshing, colourful, enjoyable. Sense offlow.

16. 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

17. Virtualconsultation andfollow-up 18. Tele-health forvirtualconsultation

  • 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

19. Virtualself-help 20. Online support groups 21. Virtualpeer-support and professional development 22. OT Blogs 23. OT education and support 24. OT professional associations 25. Online education and support 26. 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

27. 28. WIKI 29. Using Wikis to share knowledge

  • Investigating:
    • In an existing community project
  • Linking:
    • Occupational Justice issues
    • Community models practice
    • Action Research principles
  • Transmitting knowledge:
    • Through ane -presentation that incorporates:
      • Wikis, blogs, podcasts, video, online links etc
      • Upload to the Wikipedia for access for all

30. Role of the individual

  • Use technology in your own life
  • Be brave with technology
  • Dont be ageist!
  • Try to use whats available at Deakin and consider how it can be useful to future health practitioners
  • If you can imagine it its possible!

31. ( Billboard ad ) Opportunity doesn't knock: It emails! 32. References

  • Farrow, 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.