Brainstorming can be an effective way to generate ideas on a specific issue and then to determine which idea or ideas is the best solution. Brainstorming is most effective with groups of 8 - 12 people and should be performed in a relaxed environment. It works best with a varied group of people.
There are various approaches to brainstorming. The traditional method is generally the most effective because it openly collaborative allowing participants to build on each others ideas.
Creativity exercises, relaxation exercises or other activities before the brainstorming session can help participants relax their minds, so that they can be more creative during the session.
Various steps have been described:
The steps described here are:
1. Define the problem or issue: The problem must be written concisely and clearly. If the issue is broad, it is worth breaking down into smaller issues which can be brainstormed independently.
2. Give a time limit: Larger groups may need more time to get every ones ideas
3. During the brainstorming session, participants give their ideas on solution to the problem while the facilitator writes it down.
4. Ideas are selected which is liked best. Ensure everyone involved in the brainstorming session agrees with the ideas.
5. Write down criteria for judging which ideas best solve the problem.
6. Give scores to each idea on a 0 - 5 point scale and select the idea with the highest score.
There are several key factors for a successful brainstorming session.
* State your challenge correctly:The brainstorming sessions participants need to be given the right challenge to solve the problem.
* Avoid criticizing an idea or a person contributing the idea: Criticism makes the person who contributes the idea feel bad and it also tells others that unusual ideas are not welcome.
* Have mixed participants. This will help in generating creative ideas.
* Have an enthusiastic facilitator who compliments ideas, gives high praise to the most outrageous ideas.
* Good environment with no disturbances: Avoid an uncomfortable environment. Very small room, telephone calls or any other kind of interruption. The facilitator need to insist that the participants are not to be disturbed.
Conclusion: In nursing education, brainstorming is of great value as it enhances the critical thinking ability of nurses and help them become problem-solvers; as it is the need of the day in this ever challenging health scenario.
The goal of nursing education is to prepare nurses who are competent and caring. Developing competent practitioners is the concern and responsibility of all nurses ( Andrew & Jones 1986 ). To develop competent nurses, they require to be prepared in a way that they can use problem-solving and clinical reasoning skills in their practice. Problem-based learning (PBL) is effective in enhancing the problem-solving abilities and clinical reasoning skills of students.
Problem-based learning is an increasingly popular educational strategy. It has now been applied to many areas like nursing, space, science, community health.
etc.PBL can be best defined as the individualized learning that results from the processes involved in working toward the solution or resolution of a problem (Barrows, HS and Tamblyn ).
1. What is problem-based learning ?
Barrows ( 1985) describes " The basic outline of PBL process is : encountering the problem first, problem-solving with clinical skills and identifying learning needs in an interactive process, self-study, applying newly gained knowledge to the problem and summarising what has been learned".
2. What are the advantages of problem-based learning ?
a.Development of an effective and efficient clinical reasoning process
b. Increased retention of data
c Development of effective self-directed learning skills
d.Increased student-faculty interaction.
e.Increased Motivation for learning
d. How is the tutorial process conducted for problem-based learning?
The problem-based strategy using the tutorial process is conducted in two sessions i.e. brainstorming and regrouping. Students meet in small groups of six to eight, with a "tutor" who is the facilitator. One student takes the role of the group leader who coordinates the sessions activities. Another student takes the role of the scribe, whose task is to keep track of the group's process on the board.
Patient problems are presented in a variety of formats like carefully designed printed format, computer format, video clippings etc.
The tutorial group begins with the brainstorming session. The second session is the regrouping session.
Let us see the steps of the tutorial process as presented in Fig.
i. Clarify unfamiliar terms and concepts
ii. Define the problems/issues
iii. Discuss / analyse the issues identified
iv. Summarize the discussions
v. Decide what new information is required to deal with the problem
vi. Pursue learning objectives individually or together ( self-directed learning )
II. Second Session : Regrouping
vii. Resource critique, re-analysis of the problem in the light of new information acquired, debriefing and evaluation.
When a new group of randomly assigned students meet for the first time, an introduction is done. The students are asked to introduce themselves to the others in the group. The others in the group are invited to ask questions to each student or comment on anything he or she might have said. This helps students to establish who they are and their own importance as an individual in the group. This will help to enhance the group process as problems of members identifying their own importance in the group through this, inappropriate behavior is avoided.
Conclusion:
PBL is a very useful method of teaching learning. Research evidence shows this.
INTRODUCTION:
"The more active they are [students] in determining and absorbing their own learning, the more they learn." (Mann 1996)
Teaching method was relentlessly passive; listen and read.
What about today?
One dimension of this active learning approach to teaching and learning is dramatization namely games, role-play, simulation and mime.
Games, simulations, mime and role-play: What's the difference?
Games:
Simulations:
Role - play:
Key distinction between the three:
Mime:
OVERCOMING DRAWBACKS:
"Technology alone will not provide an adequate framework for innovation. It might be described as a missile looking for a target." (Freeman & Capper, 1998)
With the development of conferencing systems and virtual learning environments such as Web CT, the opportunity to use technology to aid teaching and learning is growing. Dramatization will also set to benefit. The use of conferencing systems, e-mail and the World Wide Web in this scenario is only just being evaluated. Such technology offers a number of unique and enriching additions to both the organization and operation of the dramatization in teaching and learning strategy.
"The web houses the virtual space for the role play, enables communication and collaboration among students, and between the students and the lecturers. The web also enables access to "just in time" resources by making available to students resources such as up to date news from electronic newspapers and web sites etc., from all over the world as and when they need them. Without this capability the content of the role play would be significantly weaker."(Linser and Naidu, 2001)
Technology is likely to improve the learning outcomes. With online technology it is possible to discuss issues via e- mail groups and by being on line answers to problems and issues can be considered with greater reflection. Students will enhance their understanding of technology and gain key transferable technology skills.
The drawbacks or weaknesses that one might anticipate from the enhanced use of technology in role-play scenario's, are I feel largely skill based. The transfer from verbal to written communication is a significant change. Effective face-to-face communication draws upon quite a distinct set of communication skills. E-mail and web based communication might also fail to create a learning community. The physical difference in cyber-space and the anonymity this creates might diminish rather than enhance an understanding of other groups and their views. As such maybe web-based role-play might be most effectively engaged in when used in conjunction with rather than a replacement of the more traditional face-to-face approach of this teaching method.
Conclusions
"Although the technique is relatively simple and one that most teachers and trainers can use without much prior experience, the difference between the best and worst run role-plays can be considerable. At best the exercise will be seen as relevant, essential part of learning; it will be an enjoyable and exiting experience and the students will be left with a greater understanding of their subject and a clear idea of how to develop it further. At worst the students will be board, embarrassed and even angry. They may have achieved very little and even acquired erroneous learning; they may be left with a feeling of inadequacy and not knowing what it was about." Van Ments (1989)
The educational benefits to be gained from using role-play are immense. With careful planning in both the construction, organization and running of the role-play, and with the added bonus of new technology, there is no reason why many of the weaknesses in this approach might not be overcome. In business and economics we are blessed with a series of disciplines that are rich in role-play material. With some investment of time on our parts it is possible to extend our repertoire of teaching talents, and hopefully, more effectively engage the student in a process of active learning.
The end of any Professional education is the attainment of sufficient knowledge with appropriate action. A health professional is wise but unable to act means he/she is a defective product. This awareness has resulted in the shifting of
a-Passive teaching to active learning.
b-Transmission of biomedical knowledge to development of professional skills & attitude
c-Verbal media- to Audiovisual media.
One of the vital components of the interaction between the Teacher & the taught is effective communication which is at present achieved through the development of audio-visual computer technologies to the extent of making self learning modules for the students.
The medical education technology is so advanced through virtual reality -ie- computer based -3D interactive program. Computers, the 5th major revolution in education have become obiquitous today - seen in every walks of life ,especially the computers with multimedia capacity -added with sound ,animation & 3D video. Eg- the effect on the student of 3D image of the internal ear, or animation of heart valve functioning
Traditional animation is to create images which show an object in a movement & to direct us to think as if it moves by the help of playing these sequence of hand - painted images one after another at a high speed ( 14-30 /sec)
2D - Computer animation
Digital drawings are made on a computer screen in adobe photoshop or hand - drawn/ printed diagrams are scanned in computer .All the simulated tools are available in the tool option - pencil,rubber,paint,brush etc.
3D- Computer Animation
In projecting a 2D picture one after another which are rendered by means of width ,length, depth, in the space supplied by computer software. The user's commands - the computer calculates the details like movement, color, light,& perspective of objects on the created visual stage accurately & gives the outcome as as in image ,using sound music ,effects, that support the image can take the animation to it's goal so easily
General Advantages
1- In the movie field
2- TV educational programs
3- Medical education
a- for health care professional
b- for Medical & allied health science students
c- for health care education of patients regarding various procedures
d- Mass media health education program
e- Medical website design & development
Medical Animations in Macromedia Flash format
1- Flash media is available in most of the computer systems
2- The file size is very small- it opens quickly.
3- It can be made interactive
To demonstrate
a- Human anatomy
b- Physiology
c- Genesis of pathological lesions
d- Signs & symptoms of illness
e- Various Surgical techniques & procedures
f- Principles of various investigations & interpretations of results
a- Animation has an important role in Medical education along with its unique value of grasping
b- It makes the unseen visible, making the abstract thoughts concrete, very close to the real appearance eg:- the blood cells flowing in the circulation ,the fluid dynamics inside a working heart.
c- Most animations are simple smooth & easily understood -have direct influence on the learning & understanding skills, since it has the motion features ,the events that can not be filmed with camera in real life is shown step by step -Eg- the blood clotting mechanism .
d- It helps to attract the audience by giving a richer expression in an ordinary way
e- We can replace a real narrator using the animated image.
f- The whole thing can be reproduced at any time any place using the CD .
g- For the students ,the digital class,the animations in terms of visuality , attractiveness, arousing attention,easiness in perception makes the learning so effective .
Problems & Limitations
a-It is inadequate for a candidate to develop psychomotor skill through virtual reality
b-All topics cannot be taught with this .
c-Producing an animation is quite tedious, time consuming .
d-Faculty involvement in the class room is little .
Conclusion
However the Medical animations are having its wide applications among Health care Professionals, all students of Medical/Dental/Nursing/Pharmacy & Allied paramedical courses, all Hospitals ,Private practitioners , Medical representatives
etc.
THE LECTURE
As the lecture is one of the common methods of teaching, here are a few DO'S and DON'T'S for a lecturer.
1. DO plan your lesson in advance. This constitutes the skill of lesson planning.
2. DO prepare good audio-visual material and use them properly.
3. DO always keep the audience in mind. The material should be appropriate to the needs and background of the students.
4. DO recognize the limitations of time. Highlighting significant points is more important than "Covering the portion".
5. DO plan illustrative anecdotes or case reports. A carefully chosen "for instance" is very helpful in clarifying a difficult point.
6. DO plan to ask questions or pose problems at intervals to create and sustain interest.
7. DO try to keep the attention of the students throughout the lecture. This is done by Stimulus Variation (Refer Stimulus Variation).
8. DO show enthusiasm and interest in the subject and students.
9. DO summarise the main points towards the end of the lecture.
10. DO evaluate your performance.
11. DON'T lecture (give a monologue) for more than 20 minutes at a stretch.
12. DON'T be too sensitive to yawns, restlessness, whispered conversations etc. on the part of the students. They should not be taken as personal affront, but as pointers to change the strategy of presentation.
13. DON'T try to be complete.
14. DON'T mention anything only once.
15. DON'T restate. CREATE !
16. DON'T confess. PROFESS!
MISCONCEPTIONS ABOUT LECTURE
1. Speech making = Instruction.
2. Covering information = Teaching.
3. Being heard = Communication.
4. No questions = Understanding.
5. Pleased group reaction = Learning.
6. Teacher activity = Student involvement.
7. In predominant use = Successful.
THE INGREDIENTS OF A GOOD LECTURE
PRESENTATION AND ORGANISATION:
Explained relevance of the topic
Audibility and clarity
Enthusiasm
Speed of lecture ( fast/ slow/ optimum )
Emphasis on important points
Explanation with appropriate examples
Optimum use of audio-visual aids
Eye to eye contact
Ability to hold attention
Systematic presentation
Recapitulation and closure
CONTENT
Correctness of facts
Amount of factual content (too much/too little/optimum)