Monday, April 5, 2010
Study on Good Things about Medical Simulator Education
This article talks about the good things that come of medical simulators in medical education. Not only does it take the risk away from practicing on acutal patients, but it improves the accuracy of medical professionals in their actual practice.
Article on a Bill for Medicine Simulators
This article is about a bill created to make simulators apply to medical training. It explains what the bill would be doing, and then goes into detail about the history of using robots and mannequins in medical practice training.
Thursday, April 1, 2010
ARTICLE ON MEDICINE SIMULATOR TRAINING
This article is about: (direct quotes)
High-fidelity simulation using robot-mannequins, partial-task trainers, and screen-based computer programs has emerged across specialties as an important training modality in graduate medical education, particularly in emergency medicine (EM). Simulation enables residents to diagnose and manage both common and rare diseases, practice high-risk procedures, and improve skills such as teamwork and communication in a safe learning environment.
High-fidelity simulation using robot-mannequins, partial-task trainers, and screen-based computer programs has emerged across specialties as an important training modality in graduate medical education, particularly in emergency medicine (EM). Simulation enables residents to diagnose and manage both common and rare diseases, practice high-risk procedures, and improve skills such as teamwork and communication in a safe learning environment.
Thursday, March 18, 2010
Media Violence May Cause Youth Violence
Clinton, Hillary R. "Media Violence May Cause Youth Violence." Greenhaven Press, 2010. Opposing Viewpoints Resource Center. Web. 18 Mar. 2010.
Hillary Clinton, current Secretary of State of the United States of America, and former Senator to the state of New York, presents research of the effects of media violence in children. She suggests that media violence contributes to anxiety, desensitization, and increased aggression among children. Clinton suggests that the popular violent video game, Grand Theft Auto, demeans the role of women and encourages violent imagination and activities. These negative effects of this popular video game scare parents, and make them prohibit the play of these video games. She also shares data that 9 out of 10 of the most popular video games sold in the United States contains video games. With 92% of all children being exposed to some form of video games in the United States, this means that nearly 83% of all adolescents in the United States are exposed to violent video games. She suggests that standards and values of video gamers should be improved so that aggression will be reduced in adolescents.
Hillary Clinton, current Secretary of State of the United States of America, and former Senator to the state of New York, presents research of the effects of media violence in children. She suggests that media violence contributes to anxiety, desensitization, and increased aggression among children. Clinton suggests that the popular violent video game, Grand Theft Auto, demeans the role of women and encourages violent imagination and activities. These negative effects of this popular video game scare parents, and make them prohibit the play of these video games. She also shares data that 9 out of 10 of the most popular video games sold in the United States contains video games. With 92% of all children being exposed to some form of video games in the United States, this means that nearly 83% of all adolescents in the United States are exposed to violent video games. She suggests that standards and values of video gamers should be improved so that aggression will be reduced in adolescents.
Violent Video Games Teach Children to Enjoy Killing
Grossman, Dave. "Violent Video Games Teach Children to Enjoy Killing." Greenhaven Press, 2001. Opposing Viewpoints Resource Center. Web. 18 Mar. 2010.
Dave Grossman, a retired army officer, and author of two books on media violence, testifies of the effects in children of violence in video games, to the House of Representatives Judiciary Committee on Youth Culture and Violence. He presents a collection of 2,500 studies on media violence from the National Institute of Mental Health, showing that there is a clear link between media violence and violent behavior in children. He also shares data that 16 million children have access to guns in their household. He calculated that 6/10,000ths of a percent of these people will abuse that access to a gun. He contends that although 6/10,000ths of a percent is a extremely low percentage, that it still gives a child the possibility of committing an awful crime. He suggests that gun control should be more strictly enforced, and that children should be better informed of the negative effects that guns can have.
Dave Grossman, a retired army officer, and author of two books on media violence, testifies of the effects in children of violence in video games, to the House of Representatives Judiciary Committee on Youth Culture and Violence. He presents a collection of 2,500 studies on media violence from the National Institute of Mental Health, showing that there is a clear link between media violence and violent behavior in children. He also shares data that 16 million children have access to guns in their household. He calculated that 6/10,000ths of a percent of these people will abuse that access to a gun. He contends that although 6/10,000ths of a percent is a extremely low percentage, that it still gives a child the possibility of committing an awful crime. He suggests that gun control should be more strictly enforced, and that children should be better informed of the negative effects that guns can have.
Virtual Health
Tucker, Patrick. "Virtual Health." The Futurist 42.5 (2008): 60-61. Brigham Young University-Scholar Search. Web. 23 Feb. 2010.
In this article Patrick Tucker talks about how video games have the potential to revolutionize the training of those people going into medical fields, especially those associated with way that people going into medical fields are trained, especially those training as first responders. The players of such games are faced with different scenarios such as earthquakes, gas attacks, and other such emergencies. This type of training will be important due to the shortages in doctors and nurses, and there will be a need to recruit and train medics faster and more efficiently.
In this article Patrick Tucker talks about how video games have the potential to revolutionize the training of those people going into medical fields, especially those associated with way that people going into medical fields are trained, especially those training as first responders. The players of such games are faced with different scenarios such as earthquakes, gas attacks, and other such emergencies. This type of training will be important due to the shortages in doctors and nurses, and there will be a need to recruit and train medics faster and more efficiently.
Video Gaming Is a Waste of Time
Olivia and Kurt Bruner, Playstation Nation: Protect Your Child from Video Game Addiction. New York: Center Street, 2006. Opposing Viewpoints Research Center (Gale). Web. 11 Mar. 2010.
This article includes studies of interviews of college students about their gaming habits. The authors argue that video games turn bright, success-bound young people into dull, failure-bound couch potatoes. They found this to be true, especially because video games allow people to escape from the real world and neglect their responsibilities. Other topics this article includes/can relate to are how video games trigger aggression and/or addiction.
This article includes studies of interviews of college students about their gaming habits. The authors argue that video games turn bright, success-bound young people into dull, failure-bound couch potatoes. They found this to be true, especially because video games allow people to escape from the real world and neglect their responsibilities. Other topics this article includes/can relate to are how video games trigger aggression and/or addiction.
Subscribe to:
Posts (Atom)