Technology Considerations in Health Professions and Clinical Education

Christian Moro, Zane Stromberga, James R. Birt

Research output: Chapter in Book/Report/Conference proceedingChapterResearchpeer-review

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Abstract

Learning methods and pedagogy are shifting in clinical education. In particular, incorporating technology is increasingly important for training health professionals, where the necessary knowledge acquisition is typically much more experiential, self-directed, and hands-on than many other disciplines. Virtual or mixed reality interventions are becoming more accessible and can be delivered through various modes in a way that integrates directly into learning environments. However, there are often limits to the capacity of the technology, leaving educators unclear of which technologies are useful, and how they can be integrated into the learning environment. This chapter provides an overview of virtual and augmented reality; holograms and mixed reality; virtual dissection tables; social media; mobile applications and devices; 3D printing; online hosted video; simulation with technology enhanced learning; serious games; e-learning; and audience response software. We provide insight into the use of technology in health professions and clinical education by defining the types of technologies and exploring published use-cases across disciplines.

Original languageEnglish
Title of host publicationClinical Education for the Health Professions: Theory and Practice
Subtitle of host publicationTheory and Practice
EditorsDebra Nestel, Gabriel Reedy, Lisa McKenna, Suzanne Gough
Place of PublicationSingapore
PublisherSpringer Nature
Pages746-764
Number of pages19
ISBN (Electronic)9789811533440
ISBN (Print)9789811533433
DOIs
Publication statusPublished - 5 Feb 2020

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