Download Free Effects Of A Simulation Game On Health Care Providers Attitudes Toward The Aged Book in PDF and EPUB Free Download. You can read online Effects Of A Simulation Game On Health Care Providers Attitudes Toward The Aged and write the review.

As the first of the nation's 78 million baby boomers begin reaching age 65 in 2011, they will face a health care workforce that is too small and woefully unprepared to meet their specific health needs. Retooling for an Aging America calls for bold initiatives starting immediately to train all health care providers in the basics of geriatric care and to prepare family members and other informal caregivers, who currently receive little or no training in how to tend to their aging loved ones. The book also recommends that Medicare, Medicaid, and other health plans pay higher rates to boost recruitment and retention of geriatric specialists and care aides. Educators and health professional groups can use Retooling for an Aging America to institute or increase formal education and training in geriatrics. Consumer groups can use the book to advocate for improving the care for older adults. Health care professional and occupational groups can use it to improve the quality of health care jobs.
This book highlights both recent innovations in professional health curricula and continuing education and interventions aimed at improving student attitudes towards geriatrics and aging. The contributors cover areas including simulation, online training, and standardized patients for evaluation, but also emphasize the important end-result of clinical training: to take care of real older adults outside the classroom. Importantly, this underscores the development of powerful learning experiences of students by sensitizing them to the frameworks of palliative care, cancer care, sexuality, and aging research, all of which serves as a powerful catalyst for creating a ‘pipeline’ of students who embrace aging as a central theme of their future work. As increased training in geriatrics is required to attune the health care workforce to the needs of older adults, this book will be of interest to those seeking to create a more age-friendly healthcare curriculum. This book was originally published as a special issue of the Gerontology & Geriatrics Education journal.
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.