scholarly journals The Effects of a VR Teaching Tool on Understanding, Comfortability, Compassion, and Empathy of Students and Caregivers

2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 61-61
Author(s):  
Carrie Elzie

Abstract Empathetic care giving is associated with improved patient satisfaction, compliance and outcomes; clinical competence, career satisfaction, and burnout reduction; as well as diminished medical errors and litigation claims. Unfortunately, recent studies have shown erosion in empathy and compassion across the health professions. Virtual reality shows promise as a teaching tool to combat this decline as it has been dubbed the ultimate empathy machine, allowing users to vividly and viscerally experience any situation from any perspective. Embodied Labs allows users to virtually walk in the shoes of different patients, experiencing symptoms, family dynamics, support networks and various components of the health care systems. We have demonstrated that the high level of immersion and presence afforded by these virtual labs are effective pedagogical tools to increase understanding, comfortability, compassion and empathy within various populations including informal caregivers, high school students, health professional students and medical students.

2020 ◽  
Vol 4 (2) ◽  
pp. 130-140
Author(s):  
Tkach Yulya ◽  
Okopny Andriy ◽  
Kharchenko-Baranetska Lyudmila ◽  
Stepanyuk Svitlana ◽  
Pityn Maryan

Introduction. Modern curriculum («Physical culture 10-11 classes») for the last decades is developed according to requirements of operating standards of basic and full general secondary education. In particular on a modular system Aim is to find out the changes of technical preparedness of high school students according to the results of implementation the variable module "Wrestling". Material and methods. There were used theoretical analysis and generalization of scientific and methodical data and sources of the Internet, analysis of documentary materials, pedagogical testing, pedagogical experiment (there was tested the effectiveness of the developed variable module "Wrestling" in the physical education of high school students in secondary schools), methods of mathematical statistics. During the 2017-2019, school years were involved 53 students of 10 classes (31 boys and 22 girls) and 74 students of 11 classes (41 boys and 33 girls). Results. Analysis of the 10th grade boys’ results indicated the presence of significant changes a high level (p≤0.01). In all cases, the average scores improved by 0.54-0.71 points (from 16.79% to 22.66% of initial level). The girls of the 10th grade best realized the technical and tactical elements standing - dumping, beating (24.76% improvement from the initial level) and on the ground - twists and somersault (24.51%, respectively). For 11th grade boys technical and tactical improvement there was on the level of p≤0.05(9.35–18.45% of the initial level). According to the percentage values for 11th grade girls, in general, there were changes in grades by 10.67–21.13% from the initial level. Conclusions. It was found that in most technical and tactical elements, girls show higher relative rates of improvement. The only exception is in somersault with running, where the boys had the best changes. The factors of this are the better functional start an organism of young people at the beginning of the pedagogical experiment and higher indicators of fitness, which all owed to better master the technique of the wrestling elements at the beginning of the variable module. The girls gradually increased both fitness and technique of performing theses pacificelements of wrestling.


2018 ◽  
Vol 12 (2) ◽  
pp. 196-206
Author(s):  
Suparno Suparno

This study aims to develop the interactive e-book multimedia model to improve the students' critical thinking ability (KBK). Critical thinking is very important to develop because it provides a high level of reasoning thinking that provides permanent experience to students through conscious and controlled decision making in a rational, reflective, responsible manner with the optimization of potential. Flash-based e-book media is capable of interactively loading videos, pictures, practice questions and learning with directed directions from the teacher. The research method developed is research and development. The output products are learning plan, KBK evaluation question, flash-based interactive e-book multimedia, and quasi experiment to see media effectiveness to KBK. The results showed that e-book multimedia is able to significantly increase the KBK of high school students in economic learning.


2020 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Thanh-Hang Pham ◽  
Trung Tran ◽  
Thu-Trang Vuong ◽  
Nguyen Manh Cuong ◽  
...  

United Nations’ Sustainable Development Goals 4 Quality Education has highlighted major challenges for all nations to ensure inclusive and equitable quality access to education, facilities for children, and young adults. The SDG4 is even more important for developing nations as receiving proper education or vocational training, especially in science and technology, means a foundational step in improving other aspects of their citizens’ lives. However, the extant scientific literature about STEM education still lacks focus on developing countries, even more so in the rural area. Using a dataset of 4967 observations of junior high school students from a rural area in a transition economy, the article employs the Bayesian approach to identify the interaction between gender, socioeconomic status, and students’ STEM academic achievements. The results report gender has little association with STEM academic achievements; however, female students (αa_Sex[2] = 2.83) appear to have achieved better results than their male counterparts (αa_Sex[1] = 2.68). Families with better economic status, parents with a high level of education (βb(EduMot) = 0.07), or non-manual jobs (αa_SexPJ[4] = 3.25) are found to be correlated with better study results. On the contrary, students with zero (βb(OnlyChi) = -0.14) or more than two siblings (βb(NumberofChi) = -0.01) are correlated with lower study results compared to those with only one sibling. These results imply the importance of providing women with opportunities for better education. Policymakers should also consider maintaining family size so the parents can provide their resources to each child equally.


Retos ◽  
2020 ◽  
pp. 166-172
Author(s):  
Verónica Muñoz-Arroyave ◽  
Pere Lavega-Burgués ◽  
Antoni Costes ◽  
Sabrine Damian ◽  
Jorge Serna

En el contexto educativo, educar competencias emocionales origina unas consecuencias muy positivas en el rendimiento académico y el bienestar subjetivo del alumnado, especialmente si se trabaja desde edades tempranas. La asignatura de educación física dispone de un gran repertorio de recursos pedagógicos para promover una educación física integral, destacando entre ellos el juego motor. El objetivo de este estudio fue desvelar la fuerza predictiva de dos variables asociadas al juego (dominio de acción motriz: juegos psicomotores, de cooperación, de oposición y de cooperación-oposición y competición: presencia o ausencia) sobre la intensidad emocional de los alumnos. Participaron en total 91 estudiantes de educación secundaria de Cataluña con edades entre los 12 y 14 años. Se realizaron ocho sesiones de intervención (un tipo de juego por sesión). Tras la práctica de los juegos, los participantes valoraron su experiencia emocional de 1 a 10 respondiendo el cuestionario validado GES. Para el análisis de los datos se aplicaron dos técnicas estadísticas diferentes pero complementarias: ecuaciones de estimación generalizadas y árboles de clasificación. Entre los principales hallazgos se destaca que: a) a través del juego motor se puede potenciar el desarrollo de las competencias motrices y socio-emocionales; b) El profesor de educación física debería saber que la variable competición asociada al tipo de relaciones en el juego influye en la experiencia de emociones positivas. c) El juego es una fuente de vivencias emocionales positivas, especialmente los juegos cooperativos sin competición. Abstract. In the educational context, forming emotional competences leads to very positive consequences in  academic performance and subjective well-being of the students, especially if it is worked from early ages. Physical education has a large repertoire of pedagogical tools to promote an integral physical education, motor games standing out among them. The aim of this study was to investigate the predictive capacity of two characteristics of a game (motor action domain: psychomotor, cooperation, opposition and cooperation-opposition; and competition games: presence or absence) on emotional intensity. A total of 91 high school students from Catalonia participated. Eight 60-minute intervention sessions were conducted with games of the same type in each session. Emotional intensity was assessed at the end of the session using the GES questionnaire. For the data analysis, two statistical techniques were applied: generalized estimation equations and classification trees. The main findings indicated that: a) through motor games, the development of motor and socio-emotional competences can be enhanced; b) Physical education teachers should be aware that the interaction between competition and type of relationships during a game has an influence on experiencing positive emotions; c) games are a source of positive emotional experiences, especially the cooperative, non-competitive ones.


2020 ◽  
pp. 107769582096653
Author(s):  
Amy Sindik

Support and engagement with the First Amendment among high school students is at a high level; however, little is known regarding the ways high school students learn about the First Amendment. This study examines what sources students learn about the First Amendment from, and if some sources are considered more valuable than others. This study focuses on three primary possible First Amendment sources: parents, classes, and media. This issue is examined through a survey of high school students. The study indicates that classes are the most frequent, and most valuable, source of First Amendment knowledge.


1972 ◽  
Vol 66 (10) ◽  
pp. 371-373
Author(s):  
Richard V. Bohman ◽  
William H. Bryan ◽  
Kenneth L. Tapp

□ The use of the AQB games has become an integral part of our program for teaching visually handicapped elementary school students cardinal directions and other basic environmental or geographical concepts preparatory to advanced orientation and mobility training. The following advantages can be noted: 1) The device is simple and inexpensive to construct. 2) It is easily adapted to print or braille. 3) It may be used as either an evaluative or a teaching tool. 4) The questions can easily be individualized to meet student or classroom needs. 5) The boards are accessible and portable and can easily be placed in classroom, library, or dormitories for individual practice. 6) The boards are easily used by elementary classroom teachers in the absence of the mobility instructor. 7) The boards can also be used with high school students. 8) The principles of this game device could easily be adapted to other areas of instruction (science, history, etc.). 9) Most importantly, the “buzz” response of the AQB is a highly motivational tool for use with visually handicapped children. As a result of the Auditory Quiz Board games, many students at the Wisconsin School for the Visually Handicapped have learned at a very early age that “orientation and mobility is fun!”


2016 ◽  
Vol 1 (2) ◽  
pp. 52-61
Author(s):  
Diana Tien Irafahmi ◽  
Sulastri Sulastri

The 2013 curriculum mandates the importance of collaborative learning designed to educate students to be more productive, creative, and innovative with a high level of affective skills. Collaborative learning can be manifested in the form of a textbook. This research is aimed at developing an accounting textbook in accordance with the mandate of the 2013 curriculum. The selected model is IDI which consists of three main phases: defining, developing and evaluating. The methods chosen are interview, observation, and document review which are analyzed qualitatively. The research was conducted in 4 senior high schools in Malang. The finding shows that at defining phase, there is a need to develop an accounting textbooks using collaborative learning and corresponding to the new accounting standards, namely IFRS. Therefore, at the developmental phase, we construct a prototype book ready to be evaluated. The result of evaluation phase shows that the textbook is valid on the overall aspects including the content, the presentation, the graphic, and the language, with an average percentage of 93.7%.


2015 ◽  
Vol 2015 ◽  
pp. 1-5
Author(s):  
Avik Chatterjee ◽  
Thomas N. Rusher ◽  
Julia Nugent ◽  
Kenneth W. Herring ◽  
Lindsey M. Rose ◽  
...  

Despite the importance of healthful dietary choices in combating the childhood obesity epidemic, neither primary and secondary schools nor medical schools provide adequate nutrition education. In 2005, two medical students at the University of North Carolina started the Improving Meals and Physical Activity in Children and Teens (IMPACT) program, which utilized a peer-educator model to engage medical students and high school students in teaching 4th graders about healthy eating and physical activity. Over the years, medical student leaders of IMPACT continued the program, orienting the curriculum around the 5-2-1-0 Let’s Go campaign, aligning the IMPACT curriculum with North Carolina state curricular objectives for 4th graders and engaging and training teams of health professional students to deliver the program. The IMPACT project demonstrates how medical and other health professional students can successfully promote nutrition and physical activity education for themselves and for children through community-based initiatives. Ongoing efforts are aimed at increasing family participation in the curriculum to maximize changes in eating and physical activity of IMPACT participants and ensuring sustainability of the organization by engaging health professional student participants in continuing to improve the program.


2013 ◽  
Vol 41 (10) ◽  
pp. 1717-1724 ◽  
Author(s):  
Yan Li ◽  
Qianziang Zhao

We explored the relationship between personal characteristics and Internet self-efficacy (ISE) in Chinese high school students. Hsu and Chiu's (2004) ISE scale was completed by 496 randomly selected students from 7 high schools. Results indicated that their ISE was moderately high and that urban students had higher ISE than did rural students, male students had higher ISE than did female students, students who had a computer at home had higher ISE than did students who did not, and students whose parents had a high level of education had higher ISE than did students whose parents had a low level of education.


2017 ◽  
Vol 29 (6) ◽  
pp. 980-991 ◽  
Author(s):  
Takafumi Noguchi ◽  
Hidekazu Kajiwara ◽  
Kazunori Chida ◽  
Sakae Inamori ◽  
◽  
...  

A robot that consists of a compact disc (CD) and an embedded microcomputer has been developed as a robotics learning tool for elementary and junior high school students. The students can program the robot to draw a variety of shapes by placing a pen in the center hole of the CD. As the movement track of the robot can be recorded, the students can preserve their devised program execution results. In addition, intuitive instructions can be used to control the robot. This allows to input the program by operating several push-button switches. The program instructions can be viewed on the robot’s 8 LEDs-display interface. This robot is a unique teaching tool, which can be used to learn the mechanism of the robot composed of sensors, actuators, and a computer, without using a personal computer.


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