Radiation Therapy Patient Education Review and a Case Study Using the Virtual Environment for Radiotherapy Training System

2018 ◽  
Vol 49 (1) ◽  
pp. 106-117 ◽  
Author(s):  
Yobelli A. Jimenez ◽  
Sarah J. Lewis
2012 ◽  
Author(s):  
Christen Lopez ◽  
Laura G. Militello ◽  
William S. Brown ◽  
John Wreathall ◽  
Julie Marble ◽  
...  

2021 ◽  
Vol 11 (9) ◽  
pp. 537
Author(s):  
Laura Plummer ◽  
Lesley Smith ◽  
Elizabeth Cornforth ◽  
Shweta Gore

In March 2020, most physical therapy schools across the globe transitioned to online learning in response to the COVID-19 pandemic. This change posed unique challenges not only because it required adapting to new technology in a short period but, more importantly, it involved developing ways to teach hands-on psychomotor and clinical skills virtually while maintaining the quality of instruction. In response to the rapid transition, the physical therapy program at MGH Institute of Health Professions (IHP)designed and implemented a novel and effective coaching model to address the challenges. The model was developed based on experiential learning theory, constructivism, a coaching framework, and andragogical principles of feedback and reflection. Not only did the model meet its objectives of effectively teaching basic psychomotor skills in the virtual environment, but it may also have andragogical benefits that can be applied to traditional face-to-face methods. This case study describes the theoretical underpinning of the model, its development and implementation, the perceived effectiveness for learning psychomotor skills in a virtual environment, and the potential for broader relevance to future models of physical therapy education.


Author(s):  
John R. Droter, DDS

The T-Scan is an effective patient education tool for illustrating existing occlusal pathology. It presents complex occlusal information in a visual format that is easily understood. The T-Scan applies to all stages of the teaching/learning process because its recorded data forms the framework upon which a doctor/patient discussion can begin regarding the patient's occlusal disease manifestations, the potential benefit of treatments, and the risks of not undergoing corrective treatment. When used as part of an educational strategy, the T-Scan can lead the patient to accept procedures that would benefit their long-term dental health. This chapter outlines the four stages of creating optimum dental health, the steps required to perform effective teaching and learning, the differing styles of teaching and learning utilized in educational forums, and how to best employ the technique of Feature, Function, and Benefit. A case study illustrates how T-Scan data can educate a patient about their own occlusal problems.


2020 ◽  
Vol 10 (14) ◽  
pp. 4932 ◽  
Author(s):  
Chongsan Kwon

Virtual reality (VR) learning content that provides negative experiences makes learners anxious. Thus, experimental research was conducted to determine how anxiety felt by learners using VR impacts learning. To measure the learning effects, flow, a leading element of learning effects, was measured. Flow has a positive effect on learning as a scale of how immersed an individual is in the work he or she is currently performing. The evaluation method used the empirical recognition scale by Kwon (2020) and the six-item short-form State-Trait Anxiety Inventory (STAI) from Marteau and Becker (1992), which were used in the preceding study. The difference in flow between high- and low-anxiety groups was explored by measuring the degree the study participants felt using an Fire Safety Education Game based on VR that allows learners to feel the heat and wind of the fire site with their skin. As a result of the experiment, no difference in flow was found between the high- and low-anxiety groups that played the same VR game with cutaneous sensation. However, the high-anxiety group who played the VR game with cutaneous sensation showed a higher flow than the group that played the basic fire safety education VR game. Based on these results, the following conclusions were drawn: the closer to reality the VR learning and training system for negative situations is reproduced, the more realistically the learner feels the anxiety. In other words, the closer to reality the virtual environment is reproduced, the more realistically the learner feels the feelings in the virtual space. In turn, through this realistic experience, the learner becomes immersed in the flow more deeply. In addition, considering that flow is a prerequisite for the learning effect, the anxiety that learners feel in the virtual environment will also have a positive effect on the learning effect. As a result, it can be assumed that the more realistically VR is reproduced, the more effective experiential learning using VR can be.


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