PERCUTANEOUS CHOLANGIOSCOPY AN INSTRUCTIONAL VIDEO

2020 ◽  
Author(s):  
TE Menabawey ◽  
C Parisinos ◽  
H Martin ◽  
G Webster
Keyword(s):  
2018 ◽  
Vol 25 (3) ◽  
pp. 286-290 ◽  
Author(s):  
Elif Bilgic ◽  
Madoka Takao ◽  
Pepa Kaneva ◽  
Satoshi Endo ◽  
Toshitatsu Takao ◽  
...  

Background. Needs assessment identified a gap regarding laparoscopic suturing skills targeted in simulation. This study collected validity evidence for an advanced laparoscopic suturing task using an Endo StitchTM device. Methods. Experienced (ES) and novice surgeons (NS) performed continuous suturing after watching an instructional video. Scores were based on time and accuracy, and Global Operative Assessment of Laparoscopic Surgery. Data are shown as medians [25th-75th percentiles] (ES vs NS). Interrater reliability was calculated using intraclass correlation coefficients (confidence interval). Results. Seventeen participants were enrolled. Experienced surgeons had significantly greater task (980 [964-999] vs 666 [391-711], P = .0035) and Global Operative Assessment of Laparoscopic Surgery scores (25 [24-25] vs 14 [12-17], P = .0029). Interrater reliability for time and accuracy were 1.0 and 0.9 (0.74-0.96), respectively. All experienced surgeons agreed that the task was relevant to practice. Conclusion. This study provides validity evidence for the task as a measure of laparoscopic suturing skill using an automated suturing device. It could help trainees acquire the skills they need to better prepare for clinical learning.


CSurgeries ◽  
2019 ◽  
Author(s):  
Rohan Walvekar ◽  
Delaney Sheehan ◽  
David Thompson ◽  
Brittany Foret ◽  
Michael Olejniczak

2018 ◽  
Vol 32 (5) ◽  
pp. 648-654 ◽  
Author(s):  
Hyunjeong Lee ◽  
Richard E. Mayer

2018 ◽  
Vol 89 ◽  
pp. 395-398 ◽  
Author(s):  
Björn B. de Koning ◽  
Vincent Hoogerheide ◽  
Jean-Michel Boucheix
Keyword(s):  

EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


Author(s):  
Andi Pranoto

<p><em>The purpose of this study was to improve student learning outcomes in thematic learning in grade II SD. This research is a classroom action research (PTK) which is conducted in three cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 10 class II students of SDN Kebandungan for the 2020/2021 academic year. Data collection techniques using observation and tests. Data analysis includes data reduction, data presentation, and drawing conclusions. Research shows that the use of interactive instructional video media can improve student learning outcomes in the subject matter of Theme 4 Sub Theme 1 Learning 1 about determining the flat segment in class II semester I SDN Kebandungan academic year 2020/2021 as evidenced by the percentage of completeness of learning outcomes in cycle I 60% to 80% in cycle II and to 100% in cycle III</em><em>.</em></p>


2018 ◽  
Vol 1 (2) ◽  
pp. 209 ◽  
Author(s):  
Reza Rizki Ali Akbar ◽  
Komarudin Komarudin

This study aims to develop and test the feasibility of instructional videos of assisted social media Instagram as an alternative learning based on the feasibility of the assessment of media experts and materials experts. This research method is 7 stages from 10 stages of Borg and Gall model which have been modified by Sugiyono covering Potency and Problem, Collecting Data, Product Design, Design Validation, Design Revision, Product Trial and Product Revision. This research produces a medium of instructional video of math-aided social media of Instagram which has been declared valid and proper to be used as media of mathematics learning by 3 material experts get average score 88,8 (Very worthy) and 3 media expert with average score 93,55 (Very Eligible) with each maximum score of eligibility is 100. So it can be concluded that the instructional media of instructional-assisted mathematics Instagram as a valid learning alternative and suitable for use as a medium of learning mathematics.


2021 ◽  
Vol 3 (10) ◽  
pp. 19-31
Author(s):  
Marzni Mohamed Mokhtar ◽  
Marni Jamil ◽  
Evi Indriasari Mansor ◽  
Nurfadhlina Mohd Sharef ◽  
Mas Nida Md Khambari

To capture students’ interest during Malay Language learning and facilitation (PdPc), educators can consider the use of Virtual Reality technology (Virtual Reality) and the ThingLink application. The ThingLink application can be integrated with a VR device to bring a new experience to Malay Language educators as an initial step to create a virtual environment in the classroom. The 360-degree instructional video is an innovation that is developed and catered to the needs of eight themes covered in the Malay Language textbook. In fact, the educational video content has also been researched according to the Teacher's Daily Lesson Plan for use in the classroom. This study reviewed the acceptance level of 40 preservice teachers undertaking Bachelor of Education (Malay Language Education) at the Faculty of Education on the use of Virtual Reality and ThingLink application in the process of producing teaching innovation materials. The research instrument constructed is based on the Technology Acceptance Model (TAM). Overall, the findings of the study show that the use of Virtual Reality Technology and ThingLink application can facilitate future educators in the effective production of 360-degree instructional videos, and their ability to attract and retain the attention of students in the classroom.


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