Using Non-Immersive, Immersive and Gaming Technology for Learning by Doing

Audience Level: 
All
Institutional Level: 
Higher Ed
Abstract: 

The most common technology used for education purposes in the health field include 1) Web Browsers, 2) Social Media, 3) Mobile Devices and 4) Augmented Reality (AR) and Mobile Game Applications. Through project-based learning students become the teachers and develop educational material on the use of various technologies for education.As an outcome of the session program faculty and directors will gain insight on how various commonly accessible technology can be implemented into a course to build competencies.

Extended Abstract: 

Today, the health care industry requires students to be more competent in addressing education at the patient level for more informed decision making during and between professional health care visits. One competency which current health field students must learn is to create educational material about using the most commonly available technology to address health issues at the appropriate health and digital literacy level of 7th or 8th grade level according to the technology acceptance model (TAM). The most common technology used for education purposes in the health field include 1) Web Browsers, 2) Social Media, 3) Mobile Devices and 4) Augmented Reality (AR) and Mobile Game Applications. Through project-based learning Students have been asked to create a “Patient Guide” to at the appropriate health literacy and digital literacy level of individuals explaining the most common type of technology and methods of using the technology for self-education in addressing social behavioral issues leading to chronic diseases. The guide was intended to address all common technology used for education. Through this teaching style students become the teachers themselves and must assess and develop educational material on the use of various technologies for education. The objectives and goals of this presentation are: 1) demonstrate how technology that is used for everyday communication and entertainment may be used for education, 2) present the methodology of how students are required to used various technologies to construct educational material, and 3) build competencies using technology and developing educational material. As an outcome of the session program faculty and directors will gain insight on how various commonly accessible technology can be implemented into a course to build competencies.

Conference Track: 
Teaching and Learning Effectiveness
Session Type: 
Education Session
Intended Audience: 
Administrators
Design Thinkers
Faculty
Instructional Support
Technologists
All Attendees
Other