Monday, June 25, 2012
Technology-Related Programming and the AACP Annual Meeting
3:30 p.m.– 5:00 p.m.
Tweeting the Annual Meeting
TiPEL-SIG Business Meeting at AACP Annual Meeting
All SIG members are encouraged to attend.
Pharmacy business apps can boost profits
This article will help the community pharmacist make better use of business-enhancing apps that can help improve the bottom line.
The usual suspects are listed (Evernote, Dropbox, Calendar) but there's a few that might be new to some readers.
FDA regulators face daunting task as health apps multiply
Last year, the FDA began to lay down the law. The agency released a first draft of guidelines that require mobile apps developers making medical claims to apply for FDA approval for those applications, the same way that new medical devices must be proved safe and effective before they can be sold. But that process can be both time-consuming and expensive
This article might be helpful to remind our students that the FDA doesn't just approve drugs.
Wednesday, April 25, 2012
Gaming in Pharmacy Education Webinar is Online
The archive of the webinar titled, "Gaming in Pharmacy Education" is now available online at URL:
http://aacp.adobeconnect.com/p4kigkixfzi/
Topic: Gaming in Pharmacy Education
Presenters:
Game Shows (Price is Right, Family Feud, and $100,000 pyramid)
Benjamin Chavez, Pharm.D., BCPP
Assistant Professor
University of Hawaii - Hilo, College of Pharmacy
Online Pharmacy Trivia Game
Michael E. Klepser, Pharm.D., FCCP
Professor of Pharmacy
Ferris State University College of Pharmacy
Second Life
Teresa M. Seefeldt, Pharm.D., Ph.D.
Assistant Professor of Pharmaceutical Sciences
College of Pharmacy
South Dakota State University
Moderator:
Eric Wombwell, Pharm.D., BCPS
TiPEL SIG Webinar Committee Member
Clinical Assistant Professor – UMKC School of Pharmacy
Thursday, April 5, 2012
A Brief Review of 'Video Games and Learning: Teaching and Participatory Culture in the Digital Age'
Book information: Author: Kurt Squire
Year: 2011
Publisher: Teachers College Press, NY
Pages: 234
Cost: $29.95
ISBN: 978-0-8077-5198-5
In 'Video Games and Learning', Kurt Squire, Associate Professor in the Dept. of Curriculum and Instruction at the University of Wisconsin-Madison, provides an insightful comprehensive overview of contemporary issues relating to educational gaming. In addition, he also shares personal anecdotes of lessons learned from his experiences with games and how games have shaped him as a learner, educator and researcher. Throughout the book, the reader will understand why games should be studied in an educational context, what constitutes a good educational game and how learning occurs in games.
The text is full of detailed examples of the educational use of both commercial games and games developed for specific instructional needs. While the author focuses heavily on the use of games in K-12 education, the concepts presented are applicable to higher and adult education, where developing expertise and 21st century skills are still warranted. Educators and researchers of gaming and/or education would benefit from reading and studying this book. Considering what is expected of our students today in terms of communication, cooperation, collaboration, critical thinking, and problem solving skills, we need to reflect upon our practices and be thoughtful and creative in our instruction. Games can be a powerful tool that stimulate interest, motivate, and promote learning.
Of note, the author specifically points to personalized medicine as an area of interest for educational games.
“My own next generation of research will explore whether we can partner with scientists doing cutting-edge work in areas such as nanotechnology, epigenetics, personalized medicine, or systems biology to create games that communicate the ideas in their fields to broader publics.”
What other topics in pharmacy education and/or the health sciences could be applied in educational games?