Midtown Wednesdays: Unforseen Opportunities for the Knowledge Economy

Creating an Informatics Culture: Technology, Learning & Visualization

Building an informatics culture and being part of the information economy

learning objectives:
define an informatics culture
list the 6 elemn ents in a

computer technology makes possible: 2 unantivipated outcomes of having computers are,
"information on demand"- should be able to get information on demand in seconds. This is something new.
"Information just in time" - we learn basic concepts and know where to go to get the information.

Vision for an informatics culture: eVerything for eVeryone eVerywhere

The computer just connects url to the information out there.

1993 Case Med schoold was one of the first universities in the world to give students computers. Also started eCurriculum.
2001 was a transition year but this was not mandatory

Fall 2001= Transition time. This lead to the developent of specialized curriculum available only on the web, teaching resources, and interim exams, quizzes, etc., student information like test results were nearly immediately available, student assessment

For the first 2 years every hour of student time is represented on the calendar. Each day has session links with email, instructor info, learning objectives for the class, video of the class is available 10 minutes following close of class, and any kind of resource can be made available: sound files, etc.

Six elements in a rteaching/learning informatics culture:
1. Multimedia classroom
2. Notebook computers, Ubiquitous environment
3. Network and service support: robust computer nework
4. Application development: eAssessment system.This allows for virtual microscope online, video, sounds (you can play heart sounds - is this a murmur, other?) ; Audience response system - Prof can ask a question with answers posted immediately that can positively affect student performance; Studetn Advisory ; ePortfolio for students and professors
5. Serious Gaming: NEXT KILLER ap. $1M grant to teach students to cancer genetics "Tower of Learning"

The first three towers are now built as of this afternoon. Two Case medical students and the CIA medical illustrator have wroked together to create a three demesnsional self paced learning environment

This exists on one url that links to knowledge anywhere in the world. Learning objectives are provided from each floor to acheive before you can progress to the next floor. All based on information just in time and on demand linked through the Tower of Learning.

The Tower of Learning follows 4 patients with expanding learning objectives. As you move up the Tower you must qualify to move forward. This environment allows access to thousands of slides accessible through the Internet instantly.

There is alot of potential for doing this.

$10M grant to build Mount Sinai Skills and Simulation Center to open March 24th:
The serious games help to prepare the students in the simulation center with simulated patients and then move on to the hospital environment. The idea is to prepare students for patients.

An informatics culture is an example of a knowledge economy.

The Axiom Porject: Andy Sher and Greg Wrenn are learning new ways to teach neurobilogical anatomy. They produced this solution in an effort to learn neurobiology in a 3D environment making it less difficult to learn from a 2D and unrealistic environment.

Game has been devised to provide

Fly-in, with 3 Demensional aspects. Display also includes 2 demensional image that a student would otherwise see in a traditional textbook. This version includes schematic and xxx versions.

The Cranial Nerve Lesion page allows a student to affect "Lesion Larry" with any particular lesion and to see what the affects are. This is the only

This would be a future application as a diagnostic tool. These applications are targeted toward 1 and 2nd year Medical Students. The next step is to implement CT and MRI scans all on the same PDA!

A quiz system could be constructed leveraging the material available from the program.

Once you create the environment, you don't know what will develop. If you have created the networks

Case has cultivated the envrionment for entrepreneurs to follow the opportunities they see such as the product above.

Q: Is there a way to get this information out like NetWellness? There is an effort to

We must create the envrionment for the Information Age:

We must:
1. Mobiole computing
2. Ubiquitoues Internet
3. Network and server support
4. Application development
5. Education support

Some ideas of what you could anticipate that could happen once the environments are created:

By creating the networked community and postitive things will happen:
1) community unput to solvbind probeklems
2) Connections amog people with common interests and skills, new business opportunities
3) Healthcare networks
4) Educational/recreational opportunities - "Serious Games Network"

We as leaders need to build the confidence in people to embrace the new information and create unforseen opportunities. The possiblities come from bringing the teams together to create what is envisioned.

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