Stephanie Klein Nagelvoort Schuit

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Stephanie Klein Nagelvoort Schuit is vicevoorzitter van de Raad van Bestuur van het UMCG,…

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Publicaties

  • Assessing the Assessment in Emergency Care Training

    Plos-one

    Each year over 1.5 million health care professionals attend emergency care courses. Despite high stakes for patients and extensive resources involved, little evidence exists on the quality of assessment. The aim of this study was to evaluate the validity and reliability of commonly used formats in assessing emergency care skills.

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  • How to Systematically Assess Serious Games Applied to Health Care

    JMIR Serious Games 2014;2(2):e11

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical…

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games.

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  • How to Systematically Assess Serious Games Applied to Health Care

    JMIR Serious Games 2014;2(2):e11

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical…

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games.

    Andere auteurs
    Publicatie weergeven
  • How to Systematically Assess Serious Games Applied to Health Care

    JMIR Serious Games 2014;2(2):e11

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical…

    The usefulness and effectiveness of specific serious games in the medical domain is often unclear. This is caused by a lack of supporting evidence on validity of individual games, as well as a lack of publicly available information. Moreover, insufficient understanding of design principles among the individuals and institutions that develop or apply a medical serious game compromises their use. This article provides the first consensus-based framework for the assessment of specific medical serious games.

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    Publicatie weergeven
  • Gaming as a training tool to train cognitive skills in Emergency Care: how effective is it? (Hdst in Games for Health 2014, Proceedings)

    Springer

    Training emergency care skills is critical for patient safety and an essential part of medical education. Increasing demands on competences of doctors and limited training budgets necessitate new and cost-effective training methods.In the last decade, serious games have been propagated to train complex skills; they are expected to facilitate active, engaging and intrinsically motivated learning. Erasmus MC has developed a serious game to train emergency care skills, as a preparation for the…

    Training emergency care skills is critical for patient safety and an essential part of medical education. Increasing demands on competences of doctors and limited training budgets necessitate new and cost-effective training methods.In the last decade, serious games have been propagated to train complex skills; they are expected to facilitate active, engaging and intrinsically motivated learning. Erasmus MC has developed a serious game to train emergency care skills, as a preparation for the faceto- face training. This ‘abcdeSIM’ game provides a realistic online emergency department environment where doctors can assess and stabilize patients in a virtual emergency department.Research questions: show residents, after using the abcdeSIM game, better emergency care skills before f2f-training than residents who did not use the game? Are they feeling engaged with the patient cases and more motivated for the course?

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  • A blended design in acute care training: similar learning results, less training costs compared with a traditional format

    Springer Link

    There is a demand for more attractive and efficient training programmes in postgraduate health care training. This retrospective study aims to show the effectiveness of a blended versus traditional face-to-face training design. For nurses in postgraduate Acute and Intensive Care training, the effectiveness of a blended course design was compared with a traditional design. Methods In a first pilot study 57 students took a traditional course (2-h lecture and 2-h workshop) and 46 students took a…

    There is a demand for more attractive and efficient training programmes in postgraduate health care training. This retrospective study aims to show the effectiveness of a blended versus traditional face-to-face training design. For nurses in postgraduate Acute and Intensive Care training, the effectiveness of a blended course design was compared with a traditional design. Methods In a first pilot study 57 students took a traditional course (2-h lecture and 2-h workshop) and 46 students took a blended course (2-h lecture and 2-h online self-study material). Test results were compared for both groups. After positive results in the pilot study, the design was replicated for the complete programme in Acute and Intensive Care. Now 16 students followed the traditional programme (11 days face-to-face education) and 31 students did the blended programme (7 days face-to-face and 40 h online self-study). An evaluation was done after the pilot and course costs were calculated. Results Results show that the traditional and blended groups were similar regarding the main characteristics and did not differ in learning results for both the pilot and the complete programme. Student evaluations of both designs were positive; however, the blended group were more confident that they had achieved the learning objectives. Training costs were reduced substantially. Conclusion The blended training design offers an effective and attractive training solution, leading to a significant reduction in costs.

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Onderscheidingen

  • Accenture Health Innovation Award

    innovation-awards.nl

  • Quality Label Valid Games

    Dutch Society for Simulation in Healthcare (DSSH)

  • Dutch Elearning Award 2013 (Nederlandse Elearning Award)

    e-learning.nl

  • First Serious Game to receive CME credit

    KNMG

  • Nomination European Game for Health Award

    Games for Health Europe

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