scholarly journals A Novel Mixed Reality Solution Based on Learning Environment for Sutures in Minor Surgery

2021 ◽  
Vol 11 (5) ◽  
pp. 2335
Author(s):  
Ana Rojo ◽  
Laura Raya ◽  
Alberto Sanchez

Minor Surgery Sutures is a fundamental skill for healthcare professionals. However, in the educational field, the practice of suturing is sometimes limited and reduced, with more theoretical than practical study. In order to facilitate learning, our goal is to develop an immersive and interactive educational tool that complements theoretical study, called Suture MR. This application could enhance suture procedural skills in the fields of nursing and medicine. Applying Mixed Reality techniques, we generate a 3D model of an arm with a full-scale wound. Realistically, the user will simulate the suture movements as part of the learning process. The application has surgical clamps and a needle holder that are virtually visualized in the user’s hands, allowing gestures and movements faithful to the real ones. In this article, we want to demonstrate the usability of our environment and the feasibility of using Mixed Reality learning experiences in clinical practical training as a complement to theoretical training. The results of the study reveal a greater perception of learning and the willingness of students to use this methodology.

2000 ◽  
Vol 24 (1) ◽  
pp. 30-37 ◽  
Author(s):  
J R Moy ◽  
D W Rodenbaugh ◽  
H L Collins ◽  
S E DiCarlo

Traditional review sessions are typically focused on instructor-based learning. However, experts in the field of higher education have long recommended teaching modalities that incorporate student-based active-learning strategies. Given this, we developed an educational game in pulmonary physiology for first-year medical students based loosely on the popular television game show Who Wants To Be A Millionaire. The purpose of our game, Who Wants To Be A Physician, was to provide students with an educational tool by which to review material previously presented in class. Our goal in designing this game was to encourage students to be active participants in their own learning process. The Who Wants To Be A Physician game was constructed in the form of a manual consisting of a bank of questions in various areas of pulmonary physiology: basic concepts, pulmonary mechanics, ventilation, pulmonary blood flow, pulmonary gas exchange, gas transport, and control of ventilation. Detailed answers are included in the manual to assist the instructor or player in comprehension of the material. In addition, an evaluation instrument was used to assess the effectiveness of this instructional tool in an academic setting. Specifically, the evaluation instrument addressed five major components, including goals and objectives, participation, content, components and organization, and summary and recommendations. Students responded positively to our game and the concept of active learning. Moreover, we are confident that this educational tool has enhanced the students' learning process and their ability to understand and retain information.


2017 ◽  
Vol 4 (2) ◽  
Author(s):  
Akhil Subhash Madankar

All over the world, there are different students who acquired the different ways of preparation.  Every professional graduator having different mindsets or approach towards the examination. Due to this, some student will get good outcomes in minimum time and some will not get expected outcomes even when they were tried a lot. The examination methods have a large impact on how and when student study and what they learn. The examination should not only be used as a control that a student is qualified, but also as an educational tool to influence the learning process. Over a long period of time, students were thinking that exam would the way where we will express our knowledge. But according to some student will be not. Now a day, a number of students adopted different way of learning and attempting the examination. And getting good marks in an exam will not be an issue. Today, the world is practical oriented. They demand not only the base of knowledge but a group of knowledge along with skills. Also, the way of learning is different than the past decade. Now we have to change our mindset regarding exam and way which will be adopting for it.


2016 ◽  
Vol 6 (1) ◽  
pp. 42
Author(s):  
Givoneide Barbosa de Sousa ◽  
José Ozildo dos Santos

<p>Este artigo aborda como o lúdico, por meio da formação do educador, interfere no processo de aprendizagem. Trata-se de um estudo teórico a respeito das estratégias voltadas para o conceito histórico de criança, concepção sobre o cuidar, fundamentos sobre as instituições escolares. Nele também aborda-se as atividades, nas quais são observados conteúdos que envolvessem as brincadeiras lúdicas e que possibilitam as crianças aprendem com mais facilidade brincando. Demonstrou-se que a ludicidade ajuda no aprimoramento da educação, pode ser crítica e criativa. De acordo com a demanda e realidade da sala de aula, cabe ao educador desenvolve possibilidades que permitam aos educandos possam experimentar situações que interfiram de forma positiva no ensino, tornando-o produtivo. A utilização de jogos e brincadeiras no meio educacional propicia as crianças o aprimoramento de diversos conhecimentos de forma lúdica. Aos educadores, estes além de estarem motivados também com o lúdico, é preciso um conhecimento mais elaborado acerca do tema, para poder intervir nas brincadeiras das crianças. Contudo, faz-se necessário auxiliar a criança, de maneira sutil, para que brinque com diversos tipos de brinquedos.</p><p align="center"><strong><em>The playful</em></strong><strong><em> </em></strong><strong><em>as a contribution to</em></strong><strong><em> </em></strong><strong><em>learning</em></strong><strong><em></em></strong></p><p><strong>Abstract: </strong>This article discusses how the playful, through teacher education, interferes with the learning process. This is a theoretical study on the strategies for the historical concept of child conception of care, fundamentals of the schools. It also covers up the activities in which contents are observed involving the playful banter and enable children learn more easily playing. It was demonstrated that playfulness helps in the improvement of education, can be critical and creative. According to the demand and reality of the classroom, it is the educator develops possibilities that allow students to experience situations that interfere positively in the school, making it productive. The use of games and activities in the educational environment providing children the improvement of diverse knowledge in a playful manner. Educators, these besides being also motivated by the playful, we need a more elaborate knowledge on the subject, to be able to intervene in the games of children. However, it is necessary to help the child, subtly, to play with different types of toys.</p>


Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.


2020 ◽  
Vol 17 (4) ◽  
pp. 251-260 ◽  
Author(s):  
Mohamed Nagy ◽  
Meghan Lynch ◽  
Sherif Kamal ◽  
Sarah Mohamed ◽  
Alaa Hadad ◽  
...  

Aim: We evaluated healthcare practitioners’ perspectives regarding clinical pharmacogenetics in Cairo, Egypt. Materials & methods: We administered a paper-based survey to pharmacists and physicians practicing at Children’s Cancer Hospital Egypt. The survey assessed practitioners’ knowledge, attitudes, and perspectives about pharmacogenetic testing. Results: The study included 184 respondents (67.9% pharmacists; 32.1% physicians. Overall, the pharmacogenetic knowledge was low (mean = 41.7%) but attitudes toward pharmacogenetic testing and its potential clinical application were generally positive. Pharmacists responded more favorably than physicians to statements attributing the responsibility of applying pharmacogenetics in the clinical setting to their profession. However, several challenges were identified; the most common being: lack of pharmacogenetic knowledge and skill, lack of pharmacogenetic testing devices, and limited funding. Conclusion: Future efforts to promote pharmacogenetic implementation should focus on foundational education, practical training, and exploration of potential funding sources.


2021 ◽  
pp. BJGP.2020.1112
Author(s):  
Marta Wanat ◽  
Melanie Hoste ◽  
Nina Gobat ◽  
Marilena Anastasaki ◽  
Femke Boehmer ◽  
...  

Background: Primary care has a crucial role in responding to the COVID-19 pandemic as the first point of patient care and gatekeeper to secondary care. Qualitative studies exploring the experiences of healthcare professionals during the COVID-19 pandemic have mainly focused on secondary care. Aim: To understand the experiences of European PCPs working during the first peak of the COVID-19 pandemic. Design and Setting: An exploratory qualitative study, using semi-structured interviews in primary care in England, Belgium, the Netherlands, Ireland, Germany, Poland, Greece and Sweden, between April and July 2020. Method: Interviews were audio recorded, transcribed and analysed using a combination of inductive and deductive thematic analysis techniques. Results: Eighty interviews were conducted with PCPs. PCPs had to make their own decisions on how to rapidly transform services in relation to COVID-19 and non-COVID-19 care. Despite being overwhelmed with guidance, they often lacked access to practical training. Consequently, PCPs turned to their colleagues for moral support and information to try to quickly adjust to new ways of working, including remote care, and deal with uncertainty. Conclusion: PCPs rapidly transformed primary care delivery despite a number of challenges. Representation of primary care at policy level and engagement with local primary care champions will facilitate easy and coordinated access to practical information on how to adapt services, ongoing training and access to appropriate mental health support services for PCPs. Preservation of autonomy and responsiveness of primary care are critical to preserve the ability for rapid transformation in any future crisis of care delivery.


Author(s):  
Viliam Ďuriš ◽  
Sergey G. Chumarov ◽  
Lidia N. Vasileva

The article deals with the issues of motivation of students of technical universities to professional activity by means of industrial practices. The con-cept of industrial practice is considered, the goals, tasks, and functions of students' practical training in the specialty "Radio Engineering" are clarified. The peculiarities of the practice organization are noted. Based on the results of the diagnostic study, the authors conclude that the origin of students' in-dustrial practice contributes to an increase in the level of need for success. The learning process becomes more interesting, emotionally and personally significant.


Author(s):  
Kridsanapong Lertbumroongchai ◽  
◽  
Kobkiat Saraubon ◽  
Prachyanun Nilsook

The purpose of this research is to synthesize the social-emotional learning process to develop practicing skills for hands-on students, to develop the process, and to evaluate the process. In this study, the documentary research method and in-depth interview method were employed. The results showed that the synthesis of the social-emotional learning process to develop practicing skills for hands-on students consisted of six steps: 1) perception is divided into sensory perception and explaining perceived, 2) observation is divided into certain goals, discretion, notes, observations, and time limit, 3) analysis and brainstorming is divided into information, brainstorming, and discovering new knowledge, 4) practicing is divided into cognitive phase, associative phase, and autonomous phase, 5) checking and improvement is divided into opinion, learning exchange, and providing opportunities, and 6) action is divided into behavior changing, and application of academic knowledge. Evaluating the social-emotional learning process to develop practicing skills for hands-on students employed in-depth interview technique consisting of 21 experts in three different areas (i.e., in learning and teaching, information technology, and mass communication technology terms). The results of the suitability evaluation revealed that the social-emotional learning process model with mixed reality for the hands-on students was at the highest level.


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