by Pascal Roubides
Virtual One Technologies
Instructional Design:
eLearning Trends & Applications to Health Care
Pascal Roubides
Chair, Board of Directors, Virtual One Technologies
Educator, researcher, instructional designer, business executive
roubides@gmai.com
Academic Background
• Applied Mathematics & Mathematical Physics, BS, MS
• Aerospace Engineering & Eng. Science & Mechanics, BS, PhD
• Instructional Design & Technology, PhD
IDT/eLearning Background
• Online faculty & course developer for 15 yrs
• Training for academia & government
• eLearning business initiatives including:
• eTesting
• eLearning
• eHealth
• eMath
Introduction
Instructional Design Defined
• Considered a “newer” professional field even
though activities revolving structuring learning
have been present since antiquity
• Present day definitions of the term include the
ability to use technology to analyze, design,
develop, implement, and evaluate learning and
performance-inducing processes and resources
eLearning Defined
• eLearning, one branch of Instructional Design,
is learning by utilizing electronic technologies to
access educational curriculum outside of a
traditional classroom
• In most cases, it refers to a course, program or
degree delivered completely online.
• However, the definition of the term alone can
point to a much wider scope, that of delivering
any learning, for any purpose, online
Benefits of eLearning
• Too numerous to count but we can summarize
the most important benefits of eLearning as
being able to provide higher levels of:
– Convenience
– Time efficiency
– Accessibility
– Dynamic interaction
– Personalized learning
– Educational creativity
Applications
• Everywhere and anywhere learning is desired
– From designing learning materials for elementary
school classrooms, to improving hospital patient
safety, surgical education, wellness, compliance,
training & human performance enhancement, etc.
– Assumes a technology or human-computer
interaction (HCI) component to achieve desired
outcomes
– Requires performance analysis, task analysis, and
evaluation
Subject matter
EDUCATION
TECHNOLOGY
What’s Behind the Scenes
…Towards the Future
Digital Storytelling
May be the epitome of
constructivist ideology
combining technology tools
with communication and
collaboration of the
information being shared at
a formal or informal level
Digital Storytelling
• In the same way that a picture can paint a
thousand words, throughout history stories have
been a central focus of social interaction -
creating powerful images that remain with the
listener long after the event
• The value of stories is that they engage both
sides of people's brains (the factual left hand
side and emotional right hand side).
Digital Storytelling In Health
• Today, the rise of digital technology & the
explosion of health data means patient stories
are easier to make and more readily accessible
than ever before
• The patient voice is also turning the historical
imbalance of access to information on its head,
with digital stories increasingly used to coach,
educate, and train people to self-manage their
condition and support others with similar
conditions (Taylor, 2014)
Digital Storytelling In Health
• Patient as well as medical professionals
education is one big area where eLearning (via
digital storytelling or otherwise) can have a vast
effect, in both education itself and the logistics &
economics surrounding it
Virtual One eHealth training &
education solutions
Digital Storytelling In Health
• Compliance training – we can never get away
from dealing with compliance issues regardless
what industry we’re in! Health care, government,
education, banking & financing, construction,
military, and so on…
InSight by Virtual One & EI Design
A suite of 10 general compliance
eLearning courses
Simulation
• Reality-based
• Machine-based
• Skill-based
• Software-based
• Hardware-based
Simulation in Health
• A bridge between classroom learning and real-life clinical
experience
• From learning how to do injections by practicing on an
orange with a real needle and syringe to using
computerized mannequins that perform dozens of
human functions realistically in a health care setting such
as an operating room or critical care unit that is
indistinguishable from the real thing
Simulation in Health
• Whether training in a “full mission environment” or
working with a desktop virtual reality machine that copies
the features of a risky procedure, training simulations do
not put actual patients or health professionals at risk
Benefits of Simulation in Health
• A range of easily accessible learning opportunities
• Permission to fail: the freedom to make mistakes without
real consequences and to learn from them
• Customizable learning experience
• Detailed feedback and evaluation
Gamification
• Game-design elements borrowed from the video
game industry and applied to other contexts
• Theme-based
• Software-based
• Reward-based
Gamification
• Pros: engagement, motivation, self-control, out-
of-the-box thinking, permission to fail
• Cons: time, cost, knowledge factor
Gamification in Health
• Accenture reported there are seven key
elements behind gamification:
– status
– milestones
– competition
– rankings
– social connectedness
– immersion reality
– personalization
Virtual One UI/UX development
solutions for eHealth & Wellness portals
Gamification in Health
• Not just about playing games
• As consumers become more engaged with their
own health, they will take greater responsibility
for managing their own condition (Kim, 2015)
• People who have diabetes for example will feel the need to learn
more about their condition, their medications, and how they can
improve their self-management
• Those who are healthy can stay that way by becoming more
knowledgeable about disease prevention, age-appropriate
screenings, and maintaining active lifestyles
Augmented/Virtual Reality
Science fiction
or
just science?
Augmented/Virtual Reality
• Merging of physical, three-dimensional world
reality and virtual, digitally created reality
Augmented/Virtual Reality
• “With AR, educators’ dream of ubiquitous
learning can become a reality” (Yuen,
Yaoyuneyong, & Johnson, 2011)
Augmented/Virtual Reality
• Tremendous applications in health, military,
education, but also in many other areas of
human endeavor, entertainment, transportation,
and so forth
AR/VR in Medical Education
• Medical students do not need to acquire
experience “on the fly” learning from an
experienced medical doctor, therefore less
expensive operating-time is used
• Alternative for teaching medical students
• Aims to improve the quality of medical treatment
• Students can practice the technical skills, the
procedures and the theoretical background of
operations and diseases within a virtual
environment
AR/VR in Medical Education
• Medical students can perform “hands-on”
procedures in a safe and controlled environment
• Permission to fail: they are able to make
mistakes and learn from them at no risk or
consequence
• Improves timing and co-ordination in some
specialties, such as surgeon students
Getting to the future?
…or already living in it…?
Thank you!
Questions/Discussion?
roubides@gmail.com

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E learning in-health

  • 1. by Pascal Roubides Virtual One Technologies Instructional Design: eLearning Trends & Applications to Health Care
  • 2. Pascal Roubides Chair, Board of Directors, Virtual One Technologies Educator, researcher, instructional designer, business executive [email protected] Academic Background • Applied Mathematics & Mathematical Physics, BS, MS • Aerospace Engineering & Eng. Science & Mechanics, BS, PhD • Instructional Design & Technology, PhD IDT/eLearning Background • Online faculty & course developer for 15 yrs • Training for academia & government • eLearning business initiatives including: • eTesting • eLearning • eHealth • eMath Introduction
  • 3. Instructional Design Defined • Considered a “newer” professional field even though activities revolving structuring learning have been present since antiquity • Present day definitions of the term include the ability to use technology to analyze, design, develop, implement, and evaluate learning and performance-inducing processes and resources
  • 4. eLearning Defined • eLearning, one branch of Instructional Design, is learning by utilizing electronic technologies to access educational curriculum outside of a traditional classroom • In most cases, it refers to a course, program or degree delivered completely online. • However, the definition of the term alone can point to a much wider scope, that of delivering any learning, for any purpose, online
  • 5. Benefits of eLearning • Too numerous to count but we can summarize the most important benefits of eLearning as being able to provide higher levels of: – Convenience – Time efficiency – Accessibility – Dynamic interaction – Personalized learning – Educational creativity
  • 6. Applications • Everywhere and anywhere learning is desired – From designing learning materials for elementary school classrooms, to improving hospital patient safety, surgical education, wellness, compliance, training & human performance enhancement, etc. – Assumes a technology or human-computer interaction (HCI) component to achieve desired outcomes – Requires performance analysis, task analysis, and evaluation
  • 9. Digital Storytelling May be the epitome of constructivist ideology combining technology tools with communication and collaboration of the information being shared at a formal or informal level
  • 10. Digital Storytelling • In the same way that a picture can paint a thousand words, throughout history stories have been a central focus of social interaction - creating powerful images that remain with the listener long after the event • The value of stories is that they engage both sides of people's brains (the factual left hand side and emotional right hand side).
  • 11. Digital Storytelling In Health • Today, the rise of digital technology & the explosion of health data means patient stories are easier to make and more readily accessible than ever before • The patient voice is also turning the historical imbalance of access to information on its head, with digital stories increasingly used to coach, educate, and train people to self-manage their condition and support others with similar conditions (Taylor, 2014)
  • 12. Digital Storytelling In Health • Patient as well as medical professionals education is one big area where eLearning (via digital storytelling or otherwise) can have a vast effect, in both education itself and the logistics & economics surrounding it Virtual One eHealth training & education solutions
  • 13. Digital Storytelling In Health • Compliance training – we can never get away from dealing with compliance issues regardless what industry we’re in! Health care, government, education, banking & financing, construction, military, and so on… InSight by Virtual One & EI Design A suite of 10 general compliance eLearning courses
  • 14. Simulation • Reality-based • Machine-based • Skill-based • Software-based • Hardware-based
  • 15. Simulation in Health • A bridge between classroom learning and real-life clinical experience • From learning how to do injections by practicing on an orange with a real needle and syringe to using computerized mannequins that perform dozens of human functions realistically in a health care setting such as an operating room or critical care unit that is indistinguishable from the real thing
  • 16. Simulation in Health • Whether training in a “full mission environment” or working with a desktop virtual reality machine that copies the features of a risky procedure, training simulations do not put actual patients or health professionals at risk
  • 17. Benefits of Simulation in Health • A range of easily accessible learning opportunities • Permission to fail: the freedom to make mistakes without real consequences and to learn from them • Customizable learning experience • Detailed feedback and evaluation
  • 18. Gamification • Game-design elements borrowed from the video game industry and applied to other contexts • Theme-based • Software-based • Reward-based
  • 19. Gamification • Pros: engagement, motivation, self-control, out- of-the-box thinking, permission to fail • Cons: time, cost, knowledge factor
  • 20. Gamification in Health • Accenture reported there are seven key elements behind gamification: – status – milestones – competition – rankings – social connectedness – immersion reality – personalization Virtual One UI/UX development solutions for eHealth & Wellness portals
  • 21. Gamification in Health • Not just about playing games • As consumers become more engaged with their own health, they will take greater responsibility for managing their own condition (Kim, 2015) • People who have diabetes for example will feel the need to learn more about their condition, their medications, and how they can improve their self-management • Those who are healthy can stay that way by becoming more knowledgeable about disease prevention, age-appropriate screenings, and maintaining active lifestyles
  • 23. Augmented/Virtual Reality • Merging of physical, three-dimensional world reality and virtual, digitally created reality
  • 24. Augmented/Virtual Reality • “With AR, educators’ dream of ubiquitous learning can become a reality” (Yuen, Yaoyuneyong, & Johnson, 2011)
  • 25. Augmented/Virtual Reality • Tremendous applications in health, military, education, but also in many other areas of human endeavor, entertainment, transportation, and so forth
  • 26. AR/VR in Medical Education • Medical students do not need to acquire experience “on the fly” learning from an experienced medical doctor, therefore less expensive operating-time is used • Alternative for teaching medical students • Aims to improve the quality of medical treatment • Students can practice the technical skills, the procedures and the theoretical background of operations and diseases within a virtual environment
  • 27. AR/VR in Medical Education • Medical students can perform “hands-on” procedures in a safe and controlled environment • Permission to fail: they are able to make mistakes and learn from them at no risk or consequence • Improves timing and co-ordination in some specialties, such as surgeon students
  • 28. Getting to the future? …or already living in it…?

Editor's Notes

  • #24: Yuen, Yaoyuneyong, & Johnson (2011)
  • #25: Yuen, Yaoyuneyong, & Johnson (2011)