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(1427) LABYRINTH: A MOBILE APPLICATION FOR PROBLEM-BASED LEARNING IN HEALTH SCIENCES

机译:(1427)迷宫:卫生科学基于问题的学习的移动应用

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Educationalists focus increasingly on information management and critical thinking as necessary life skills. Problem-based learning (PBL) appears to respond to these needs. A multi-disciplinary team at the Universidad San Jorge (Spain) has developed a mobile application, Labyrinth, as a means of providing learning experiences based on PBL (Problem -based learning), in the form of case studies in the field of Physiotherapy. The application may be used both on and off campus as a tool for learning and, in the near future, for assessment, both formative and summative. Labyrinth allows the student to guide his/her own anamnesis and patient evaluation by selecting certain proposed options which help lead towards a diagnostic hypothesis and the resulting proposal for treatment. The selection process is accompanied by a variety of document types in English: audio visual, articles, notes, questionnaires and audio. A parallel forum also permits communication and feedback between users and teachers. Selection of correct options leads to the next option via a series of questions to ensure that answers were not randomly selected, while incorrect choices are met with explanatory documentation followed by a series of questions to help the learner to make a more informed decision and to again avoid random choices. The application is accessible on mobile phone, tablet and computer. Both teachers and students access the application via login, using their university ID. Teachers have access to data on frequency of use and time spent in each section and are responsible for the introduction of the cases and their accompanying documentation which may be modified at any given time. The development of Labyrinth involved agile information technology methodology under the supervision of an IT architect. CLIL (Content and Language integrated learning) and PBL methodologies were followed in the creation of the documentation for the clinical cases. The development and nature of the application, Labyrinth, which has been created and piloted with students in the subject of 'General procedures in Physiotherapy 1' at the Universidad San Jorge are described and the results of this initial use of the tool in terms of students perceived learning gains are presented and discussed.
机译:教育家越来越关注信息管理和批判性思维,就像必要的生活技能一样。基于问题的学习(PBL)似乎响应了这些需求。 San Jorge(西班牙)的多学科团队制定了一个移动应用程序,Labyrinth,作为提供基于PBL(基于问题的学习)的学习经验的手段,以物理疗法领域的案例研究。该应用程序可以在校外作为学习的工具,并且在不久的将来,用于评估,形成性和总结。迷宫允许学生通过选择某些拟议的选择来指导他/她自己的anamnesis和患者评估,这有助于朝着诊断假设和所产生的治疗提案。选择过程伴随着英文:音频视觉,文章,备注,问卷和音频的各种文档类型。并行论坛还允许用户和教师之间的沟通和反馈。选择正确的选项通过一系列问题导致下一个选项,以确保不随机选择答案,而在解释性文件之后会满足不正确的选择,然后有一系列问题,以帮助学习者进行更新的决定并再次做出更明智的决定避免随机选择。该应用程序可在手机,平板电脑和计算机上访问。教师和学生都通过登录,使用他们的大学ID访问申请。教师可以访问各部分使用的使用频率和时间的数据,并负责引入案例及其随附的文件,这些文件可以在任何给定时间修改。迷宫的发展涉及IT架构师监督下的敏捷信息技术方法。 XIL(内容和语言综合学习)和PBL方法遵循临床病例的文档。在San Jorge in Universidad San Jorge的“一般程序中的一般程序”主题中,迷宫的发展和性质被描述,并在San Jorge的“一般程序中”的主题,并在学生方面初次使用该工具的结果介绍和讨论了感知学习收益。

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