Chapter 2: Overview - Designing Mobile Education & Training of Digital Rehabilitation Competences
Chapter 2 - "Overview - Designing Mobile Education & Training of Digital Rehabilitation Competences" aims to support you in answering the question:
What do I have to consider, when I start designing a course on Digital Rehabilitation from scratch that can be offered via mobile devices (e.g. smartphone, smartwatch or tablet)?
This question shall be answered by this handbook, based on several inspiring use-case stories (chapter 3) and the following structure and content:
a. Context (institution, setting, target groups, ECTS): Where am I?
Your design will differ depending on whether your health care learners are at a "beginners" or “advanced” level in their Digital Rehabilitation competences, as well as on which setting and clinical fields you focus. Questions will guide you in which aspects influence your design process. Consider these questions and identify facilitators or barriers in the following design steps.
b. Needed competences: At what level are my learners and where shall they go?
Get an overview, which competences are needed in Digital Rehabilitation and define which competences shall be learned in your course. We provide an example of a questionnaire to identify the level of competence of your learners. Such a pre-assessment may help you to identify your learners' needs.
c. Defining content: What do I need to teach?
To assist you and your learners in getting familiar with Digital Rehabilitation, an overview of digital technologies and future megatrends that are used in rehabilitation, as well as definitions of digital tools are provided, which you may also apply in your course.
Advanced (future) health care professionals should apply their knowledge by solving problems and creating content.
d. Choosing methods and organising resources: Which tools support me in what and how I need to teach?
You may consider the learners’ needs when choosing methods. Results of participative research indicate, how learners could engage with the provided content to develop their Digital Rehabilitation competences.
A collection on experiences of educators and tools shall serve you as a guide through the jungle of digital and mobile learning resources. Are you a newcomer in (digital) teaching and want to integrate new technologies in your (mobile) classroom? Or are you full of experience and always open for cool new tools and innovative education? A short survey advises your choice between an overview / introduction into teaching and learning that can be offered via mobile devices, or on a more comprehensive approach for the "digital education pro".
e. Specific implementation: Tailoring the "knows how", "shows how" and "does" (Miller's pyramid) in specific designed scenarios.
Finally, based on your chosen methods and tools, you will need to specify assignments and prepare instructions for your learners. These will be influenced by how you plan to (re)assess the competence development of your learners. Support your learners in taking the perspectives of their service users. The reflection of your - ideally interactive - tasks will guide them in a practical way ("by doing") far beyond knowledge and evaluation of satisfaction.
Proceed now to the the next chapter: Use-cases can be inspiring stories, contributed by other educators. They display various possible approaches in designing (mobile) learning of Digital Rehabilitation:
Go back to the previous chapter: