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“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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Page 1: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

“Using social software in teaching and learning activities

to advance students’ digital literacy for applications in the

health sector"

Page 2: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector
Page 3: 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

Page 4: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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)

Page 5: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector
Page 6: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

And the prime minister has even worked it out!

Page 7: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Basic online technology in day to day practice in the health care

environment

Page 8: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 9: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Advancing applications of ICT in day to day practice in the health

care environment

Page 10: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 11: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Therapeutic Games and activities

Page 12: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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.

Page 13: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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.

Page 14: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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.

Page 15: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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”.

Page 16: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 17: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Virtual consultation and follow-up

Page 18: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 19: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Virtual self-help

Page 20: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Online support groups…

Page 21: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Virtual peer-support and professional development

Page 22: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

OT Blogs…

Page 23: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

OT education and support

Page 24: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

OT professional associations

Page 25: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

Online education and support

Page 26: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 27: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector
Page 28: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

WIKI

Page 29: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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

Page 30: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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!

Page 31: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

(Billboard ad)

Page 32: Using social software in teaching and learning activities to advance students’ digital literacy for applications in the health sector

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.