Health education through entertainment: a multimedia campaign.
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Continuous speech recognition systems have the potential to facilitate clinical data entry, but evaluating them rigorously is difficult. We describe a tool to aid evaluators of such systems. The tool is a HyperCard stack with stimuli consisting of pictures, sounds and the minimum of words to evoke 20 QMR physical findings. Despite using up to four different stimuli to communicate each finding and piloting the material on six subjects, eight test subjects made a total of 66 errors (42%) in interpreting the 20 sets of stimuli, of which 22 errors (14%) were serious. These results are relevant to those designing interfaces for decision-support, tutorial and student testing systems.
This paper describes the prototype of a coder/decoder based on the Open Document Architecture (ODA) standard for management of medical documents, as well as the working environment in which it has been developed. The prototype has been assessed in an X-Windows-equipped workstation with a relational database containing patient folders (text and still images) from the departmental information system of the liver transplantation unit.
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This article describes a project that integrates faculty-developed computer courseware into a baccalaureate curriculum. The courseware was implemented as a teaching-learning strategy to enhance mastery of content and assist in development of decision-making skills. Curriculum, course, and unit objectives served as the foundation for the computer courseware lessons. The courseware is produced by a design team of six faculty. Computer lessons are interactive and actively involve students in the learning process. Students in six of eight clinical nursing courses are using faculty-developed courseware.
The Learning Resources Center of the University of California, San Diego School of Medicine has begun to investigate the potential of virtual reality (VR) as a tool for medical education. We are currently integrating VR with communications, animation, and visualization technologies to form a hybrid learning and training environment. Our program development reflects a curriculum-based strategy with emphasis on instructional objectives and educational outcomes. Demonstrated need, feasibility of a technology-based solution, and appropriateness of resource allocation are primary considerations. As the VR world is built, comparative analyses are being made of control strategies, display options, and interface design.
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