scholarly journals From Workshop to E-Learning: Using Technology-Enhanced “Intermediate Concept Measures” As a Framework for Pharmacy Ethics Education and Assessment

Pharmacy ◽  
2014 ◽  
Vol 2 (2) ◽  
pp. 137-160 ◽  
Author(s):  
Cicely Roche ◽  
Steve Thoma ◽  
Joy Wingfield
2020 ◽  
Vol 10 (1) ◽  
pp. 1-5
Author(s):  
Roland N. Okoro

The past decade has witnessed a shift in the ambitions of pharmacists away from the core role of dispensing medicines towards more interesting and rewarding relationships and responsibilities with other healthcare providers and patients. The patient-centred role of pharmacists has allowed ethical issues experienced in medical practice to surface in pharmacy practice, resulting in an increase in the number and variety of ethical dilemmas that pharmacists face in their routine pharmacy practice. Pharmacy education prepares pharmacy students for practice and must be in tune with the professional dynamics. Many countries that provide patient-centered pharmacy services have redesigned pharmacy ethics education while others are in various stages of revision of their curriculum in order to adequately equip future pharmacists with the rudiments required to handle ethical issues in clinical pharmacy practice. In contrast, in Nigeria, little or no pharmacy ethics is taught to pharmacy students and the challenge lies with the curriculum design and method of teaching.


2015 ◽  
pp. 1621-1636 ◽  
Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


2019 ◽  
Vol 84 (3) ◽  
pp. 7452
Author(s):  
Stephanie Beshara ◽  
David Herron ◽  
Rebekah J. Moles ◽  
Betty Chaar

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ratna Candra Sari ◽  
Sony Warsono ◽  
Dwi Ratmono ◽  
Zuhrohtun Zuhrohtun ◽  
Hardika Dwi Hermawan

Purpose Previous research examined the effectiveness of virtual reality (VR) in various fields including engineering (Alhalabi, 2016), the military (Webster, 2016), robotic surgery (Bric et al., 2016; Francis et al., 2020), firefighters (Çakiroglu and Gökoglu, 2019), negotiation training (Ding et al., 2020), health-care training (Chow et al., 2017) and ethics education (Sholihin et al., 2020). However, empirical research examining learning styles on the effectiveness of using VR is still scarce. VR has different characteristics from other learning media and high immersiveness in a VR environment can create a sense of presence that improves learning outcomes, except for students with certain learning styles who experience cognitive overload when exploring virtual environments (Hsu et al., 2017). Therefore, it is necessary to investigate to what extent learning styles can influence the effectiveness of VR-based learning on business ethics. This is because the effectiveness of business ethics education is indispensable along with the increasing cases of fraud and financial companies (PwC’s Global Economic Crime and Fraud, 2020). Design/methodology/approach Education must respond to the progress of information technology (IT) development by providing IT-based teaching methods to enhance the learning process. This is because the evolution of technology is changing student learning preferences from verbal to visual or even virtual (Proserpio and Gioia, 2007). VR is an IT-based learning media that creates a virtual environment which simulates the real world and provides concrete experiences, so students are able to actively explore their course material. VR technology is able to provide practical experiences without actually leaving home, so it is relevant for responding to the current situation due to the COVID-19 pandemic. Findings Compared to traditional learning, VR is a more flexible learning method as it has no limitations of time, distance and space (Yu et al., 2007). The main characteristic of VR is immersion, interaction and imagination (Zhang et al., 2017) that improve cognitive performance in engineering (Alhalabi, 2016), the military (Webster, 2016) and surgical robots (Bric et al., 2016). VR-based learning can improve students’ learning abilities compared to traditional teaching (Jena, 2016). VR has already proven effective in teaching business ethics (Sholihin et al., 2020) because VR has the ability to create a virtual world, without any impact from socially reprehensible acts. With VR, students are able to understand scenarios about ethical dilemmas that occur in business practices, observe the potential consequences and make decisions to solve concrete situations where ethical dilemmas require a response. VR allows students to simulate situations virtually and develop their long-term experience. This is crucial because there is the possibility that in the near future the society will live in a mixed world (virtual and physical space). Practical implications A virtual environment that is able to evoke a sense of presence refers to the intensity of emotional involvement. Sense of presence can actually improve the learning results, but if the user lacks the ability to explore game tasks it will cause a cognitive overload that has a negative impact on learning outcomes (Hsu et al., 2017; Huang et al., 2020). Learning style preferences cause differences in cognitive load during the learning process using VR (Hsu et al., 2017). In a VR-based learning environment, students are required to explore the virtual environment; therefore, without navigation, students with active experimental learning styles are superior to students with passive or observing learning styles (Chen et al., 2005). Therefore, it is necessary to understand the impact of adopting VR technology to improve student’s performance by considering different learning styles. Social implications In Indonesia, the shift from offline learning to e-learning has created new academic pressures for some students (Pajarianto et al., 2020). The main challenge for educators is how to improve student’s learning outcomes and overcome the problem of using e-learning technology. Originality/value In light of the scarcity of research on the effectiveness of VR for teaching business ethics during the COVID-19 pandemic, this study fills the gap by extending the study of Sholihin et al. (2020) in that the authors establish the connection between user perception of the use of VR and learning style in relation to the effectiveness of VR.


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