learner analysis
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2021 ◽  
Author(s):  
Ann Hemingway

This chapter presents the findings from a feasibility study of an equine assisted intervention (EAI) which is currently referred over 160 people with mental health and behavioural problems each year. Performing a feasibility study may be indicated when, there are few previously published studies or existing data using a specific intervention technique. The framework used for this feasibility study has been designed to underpin public health feasibility studies and outlines eight areas of focus which will be addressed here: Acceptability, demand, implementation, practicality, adaptation, integration, expansion and limited efficacy testing. The efficacy testing includes results from before and after measures completed by referrers of individuals to the course with n=336 participants (normally social workers or teachers). Overall scores for the eight outcomes measured showed statistically significant improvement for 293 of the participants two months after completing the course. The eight outcomes measured were calmness, assertiveness, empathy, communication, confidence as a learner, analysis and planning, taking responsibility and focus and perseverance.


2021 ◽  
pp. 000313482110111
Author(s):  
Nicholas J. Iglesias ◽  
Taylor P. Williams ◽  
Clifford L. Snyder ◽  
Christian Sommerhalder ◽  
Alexander Perez

Background Central line-associated bloodstream infections (CLABSIs) are preventable complications that pose a significant health risk to patients and place a financial burden on hospitals. Central line simulation-based education (SBE) efforts vary widely in the literature. The aim of this study was to perform a value analysis of published central line SBE and develop a refined method of studying central line SBE. Methods A database search of PubMed Central and Cumulative Index to Nursing and Allied Health Literature (CINAHL) was performed for articles mentioning “Cost and CLABSI,” “Cost and Central line Associated Bloodstream Infections,” and “Cost and Central Line” in their abstract and article body. Articles chosen for qualitative synthesis mentioned “simulation” in their abstract and article body and were analyzed based on the following criteria: infection rate before vs. after SBE, cost of simulation, SBE design including simulator model used, and learner analysis. Results Of 215 articles identified, 23 were analyzed, 10 (43.48%) discussed cost of central line simulation with varying criteria for cost reporting, 8 (34.8%) numerically discussed central line complication rates (7 CLABSIs and 1 pneumothorax), and only 3 (13%) discussed both (Figure). Only 1 addressed the true cost of simulation (including space rental, equipment startup costs, and faculty salary) and its longitudinal effect on CLABSIs. Conclusion Current literature on central line SBE efforts lacks value propositions. Due to the lack of value-based data in the area of central line SBE, the authors propose a cost reporting standard for use by future studies reporting central line SBE costs.


2020 ◽  
pp. 309-317
Author(s):  
Malcolm S. Knowles ◽  
Elwood F. Holton III ◽  
Richard A. Swanson ◽  
Petra A. Robinson

2020 ◽  
Vol 24 (2) ◽  
Author(s):  
Amanda C. Bright

The creation of an ideal learning environment is always a challenge, but when the environment is online and the learners are a diverse group of adults in a specialized content area, the challenges become even more complex. This best practices study used the intersection of the importance of the learner, Knowles’ andragogy concepts, and the Dick and Carey instructional design model to make continuous needs assessment the cornerstone of three, graduate-level online courses during a single summer session. By active engagement in recursive learner analysis, the instructor was able to provide a personal and practical level of engagement in the asynchronous courses that ultimately benefited the students.


2020 ◽  
Vol 5 (1) ◽  
pp. 12-18
Author(s):  
Melia Roza ◽  
◽  
Sefrinal Sefrinal ◽  
Muhammad Arif ◽  
◽  
...  

Learning resource is a material that can be utilized in support of teachers in the learning process, either directly or indirectly to improve the learning objectives. Learning resources that are usually used for teachers in the school including the Student Worksheet. The purpose of this peneltian is making mathematical constructivism-based learning device which features a mind folder on the material of the triangle and quadrilateral which is valid and practical. This research is research development by using the 4-D model of development which consists of define, design, develop, disseminate. In this phase, the needs analysis conducted define the analysis of curriculum, learner analysis, and analysis of materials-related problems in learning mathematics. On the design phase carried out the design of Constructivism-based student work sheet that comes mind folder on the triangular and quadrilateral meteri, then conducted a validation by experts. Phase test the practicalities do develop to a limited extent. The practicalities of data retrieved from sheet keterlaksanaan worksheet students, and practicalities of learners. On the research of this face disseminate is not done


2020 ◽  
Vol 4 (02) ◽  
pp. 19-25
Author(s):  
Albertus Laurensius Setyabudhi ◽  
Sanusi

Penelitian ini bertujuan untuk: (1) mengembangkan modul pembelajaran menggambar teknik program studi teknik industri fakultas teknik universitas ibnu sina. (2) mengetahui hasil dan tingkat kelayakan yang diperoleh dari pengujian validasi modul sebagai sumber belajarmenggambar teknik oleh ahli media, ahli materi, dan guru mata pelajaran. Metode yang digunakan dalam penelitian adalah Research and Development (R&D) yang mengacu model penelitian dan pengembangan 4D terdiri empat tahap utama, yaitu define, design, develop, dan disseminate. Subjek penelitian ini adalah ahli materi, ahli media dan dosen menggambar teknik program studi teknik industri fakultas teknik ibnu sina. Penelitian dilaksanakan pada Februari sampai Juni 2019. Metode pengumpulan data yang digunakan adalah observasi dan kuisioner. Teknik analisis data dalam penelitian ini adalah deskriptif yang menggunakan skala likert dalam 4 kategori kelayakan. Hasil dari penelitian ini berupa Modul Mata kuliah menggambar teknik program studi teknik industri. Tahap define terdapat lima kegiatan yaitu front and analysis, learner analysis, task analysis, concept dan specifiying intructional objectives. Tahap design terbagi empat kegiatan yaitu constructing criterion reforenced test, media selection, format selection dan initial design. Tahap develop, terdapat 3 kegiatan, analisis kebutuhan modul, validasi produk dan revisi modul. Tahap disseminate terdapat dua kegiatan yaitu packaging dan diffusion and adoption. Hasil kelayakan modul dari ahli materi mendapatkan persentase 85% dengan kategori “sangat layak”. Ahli media mendapatkan persentase 96,87% dengan kategori “sangat layak”. Dosen Mata Kuliah mendapatkan persentase 85% dengan kategori “sangat layak”.


10.2196/16003 ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. e16003 ◽  
Author(s):  
Kevin Glover ◽  
Alec Bodzin

Background Overall, 75% of health care practitioners are women, but half of all females do not play digital games of any kind. There is no consensus in the literature regarding optimal design elements to maximize the efficacy of serious games. To capitalize on the promise of serious games in health care education, it is important for instructional designers to understand the underlying learners’ values, attitudes, and beliefs that might motivate nongaming female health care preprofessional students to independently choose to persistently play serious games to mastery. Objective Specifically, the aim of this study was to seek answers to 2 questions. First, what values, attitudes, and beliefs contribute to the nongaming behaviors of 12th-grade female emerging health care preprofessionals? Second, how do the values, attitudes, and beliefs of 12th-grade female emerging health care preprofessionals align with important design features of serious games? Methods In this study, a learner analysis was conducted using semistructured interviews with 8 12th-grade college-bound female health science students to better understand learners’ values, attitudes, and beliefs to inform the design and development of a serious game. These interviewees represented a diverse subset of the female emerging health care preprofessionals who self-identified themselves as not playing games at all, not very often, or infrequently. Results The findings suggest that the study participants exhibited a complex fusion of desire for both accomplishment and affiliation. The participants were all independent, competitive, and prosocial leaders. They thought strategically and consciously self-limited their leisure time to achieve personally meaningful long-term goals. They embraced overcoming expected failures and aimed to achieve relevant high-stakes wins in all academic, athletic, extracurricular, and leisure activities they valued while consciously avoiding what they considered to be non–goal-oriented activities. Conclusions The results of this study reinforce the need for a robust learner analysis to identify the multifaceted behavioral characteristics of targeted learners before the design and development of serious games. The common characteristics of the 12th-grade female health science students in this study suggest that they will choose to invest their limited leisure time playing a personally meaningful, preprofessionally authentic serious game if the collective design elements are aligned with the students’ self-conceptualization of their present or future selves.


Author(s):  
Kirsten Hostetler ◽  
Kim Pinckney-Lewis

An up-front analysis is crucial to ensuring a need is learning-related and the resulting intervention actually meets that need for learners. The current case study explores how two instructional designers adopted a systems approach for their performance analysis, with a major focus on learner analysis as a means to understand the underpinnings of the social system within the client organization, which more clearly revealed potential motivations of the learners. As a result, the two designers delivered an eLearning module that 1) combats an actual gap in knowledge and skill, 2) is relevant to the intended audience, and 3) is compatible with the organizational culture and infrastructure.


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