Monday, March 9, 2020


Physiology of Normal Labor and Delivery
  1. To understand and recognize a normal labor pattern.
  2. To understand the mechanism of labor for a cephalic presentation.
  3. To understand the meaning of the following germs: Presentation, position, lie, station, effacement, dilatation.
  4. To understand the phases and stages of labor.

Physiology of Normal Labor and Delivery
  1. Normal labor

    Emanuel Friedman in his elegant treatise on labor (1978) stated correctly that "the clinical features of uterine contractions namely frequency, intensity, and duration cannot be relied upon as measures of progression in labor nor as indices of normality. Except for cervical dilatation and fetal decent, none of the clinical features of the parturient patient appears to be useful in assessing labor progression." Friedman sought to select criteria that would limit normal labor and thus be able to identify significant abnormalities of labor. These limits, admittedly arbitrary, appear to be logical and clinically useful. The graphic representation of labor plotting descent and dilatation against time has become known as the Friedman curve. It, or a modification of it, is used extensively to evaluate laboring patients.

    Figure 2. Graphic portrayal of the relationship between cervical dilatation and elapsed time in labor (heavy line) and between fetal station and time (light line). Labor has been divided functionally into a preparatory division (including latent and acceleration phases of the dilatation curve), a dilatational division comprising only the linear phase of maximum slope of dilatation, and a pelvic division encompassing the linear phase of maximum descent.

Thursday, March 5, 2020

2020 INTERNATIONAL YEAR OF NURSES AND MIDWIVES IN ST. BENEDICT'S SCHOOL OF NURSING

WK_Year-of-the-nurse_2020.pngGreetings to you all, this year will be an exciting year for all nurses and nursing students in the St. Benedict's school of Nursing in Wewak, located on the west part of the Island of Papua New Guinea in the Pacific Ocean. This is my first year of teaching and I am grateful for the opportunity given to teach the digital age nursing students to make use of the available technologies right at their finger-tips. The aim of this blogging with students is to create a community of inquiry in higher education level for effective adult teaching-learning process. By the end of this semester (one) in the year 2020, students should achieve a GPA of 2.6 or above, as a result of this blogging for participatory and includes self-directed learning which also capture application of theory to practice in nursing education. Especially, transitioning from Student to Graduate nurse.

Nurses in the past have not been recognized or acknowledged for the very important work (roles) they do to patients and the population health as a whole. However, the World is recognizing the nurses because they are the ones very close to the patients meaning they spent most of their times nursing the sick and the needy.  Nurses roles range from being a care-giver, advocator, educator, etc. But not equal to that of other professionals because they are multi-skilled and multi-tasked.


2020 Year of the Nurse & Midwife: Celebrating our Impact in Caring
"Let’s make 2020, not only the Year of the Nurse and Midwife, but the year that every person on the planet can truly say, I am lucky to have had my life touched by a nurse."
Anne Dabrow Woods, DNP, RN, CRNP, ANP-BC, AGACNP-BC, FAAN
Chief Nurse; Health Learning, Research & Practice, Wolters Kluwer


Anticipating a Banner Year for Nursing
"...now more than ever, nursing is in a position of influence."
Shawn Kennedy MA, RN, FAAN
Editor-in-Chief​, AJN, American Journal of Nursing
 



The increasing population health needs are some challenges that cannot be handled alone by any one health work. Team work and inter-professional approach is necessary to tackle the population health needs of a health system in each country. Therefore, nurses are seen as vehicles to drive the change for a better health outcome and this year is committed to acknowledge every nurses or nursing students to appreciate and be grateful for their profession and that the professionalism should be up to the standard required.


DISCUSSION FORUM: Please give your opinion relating to this year theme "2020 year of the nurse and midwife" and how we can improve the nursing profession in Papua New Guinea. Remember, you are required to discuss your opinions and also comment on other students discussion as well.

Cheers,

Ms. Semer

Monday, July 22, 2019

Technology Tools & Learning: Mobile Learning, Multimedia, Games & Gamification

Gamified learning in higher institutions improve student engagement, motivation, and performance (Subhash & Cudney, 2018). The universal presence of technology in classrooms has inspired a shift from traditional classroom lectures to integrated digital learning environments. These interactive learning environments present the opportunity to evolve the teaching process through the incorporation of game elements that have been shown to capture user attention, motivate towards goals, and promote competition, effective teamwork, and communication. Gamification and game-based learning systems aim to bring these benefits into the learning and teaching process.


Gaming strategies in Nursing Education improves final exam scores for nursing students who used it compared to others who did not use Kahoot.it game in the same required course (Kinder & Kurz, 2018). The investigated effects of implementing an online instant response system “Kahoot!” can enhance learning motivation, facilitate better learning achievement, create incentives for the students to do previews and reviews, and can create teachable moments (Lee, Hao, Lee, Sim, & Huang, 2019). Kahoot is a platform for creating and playing learning games. Kahoot is a free, online quiz platform and instant feedback system that helps teachers create a fun competitive-gaming environment (Kuo & Chuang, 2018). Learners can access the Kahoot platform (Kahoot.it) using a mobile phone or tablet to answer multiple choice questions. Kahoot incorporates the community of inquiry framework; teacher presence, cognitive presence and social presence. Kahoot brings all together in a social environment to play, have fun and collaborate with the learning in it (Bristol, 2019). The revised community of inquiry model includes ‘learner presence’ and how the use of technology can include all elements in which Kahoot makes use of all; teacher presence, social presence, learner presence and cognitive presence (Shea & Bidjerano, 2010).

Other benefits or advantages of using Kahoot (web-based) is that the review games are fun tools to review course content and can serve as an effective method to determine student understanding, progression, and knowledge (Dell & Chudow, 2019). It can also be used to introduce new concept or review a lesson topic. It can also be used as a formative assessment tool because gamification affected academic achievement and student engagement in learning environments(Orhan Göksün & Gürsoy, 2019). Students will come to class prepared since they knew pre-quizzes motivated for course. Kahoot helps the teacher identify where students need support within a large multidisciplinary clinical therapeutics unit (Gardiner, McCourt, Porter, & Santos, 2019).

 



Kahoot has user feedback ratings and teachers can save time on correcting tests but it is mainly for online users or blended learning. Other limitations include competition in time and learners have to work fast to answer the question within a given time frame. An educator is challenged to master the skill of using this platform to interact with this generation of digital users. Otherwise, this platform is much easier to use compare to other platforms. But teachers need to project a larger screen so students can follow using their mobile phones or laptops or desktops like a remote control to answer the questions projected on larger screen in the classroom. It would be easier for online learners to use mobile phones to answer the multiple-choice questions or quizz while the Blackboard Collaboration session is displaying the teacher’s large screen of displayed questions. It would be better to use a computer lab for this type of session if students do not have mobile devices. The competitive nature of Kahoot keeps the students motivated and engaged in the teaching learning process (Wang, 2015).


A video about Kahoot demo for teachers. Hope it will guide you on getting started to using it! 



















References

Bristol, T. J. (2019). Building Community in the Online Course. Teaching and Learning in Nursing, 14(1), 72–74. https://doi.org/10.1016/J.TELN.2018.11.004
Dell, K. A., & Chudow, M. B. (2019). A web-based review game as a measure of overall course knowledge in pharmacotherapeutics. Currents in Pharmacy Teaching and Learning, 11(8), 838–842. https://doi.org/10.1016/J.CPTL.2019.04.012
Gardiner, K. M., McCourt, L., Porter, K., & Santos, M. S. (2019). Kahoot! Identifying where students need support within a large multidisciplinary clinical therapeutics unit. Research in Social and Administrative Pharmacy, 15(5), e25. https://doi.org/10.1016/J.SAPHARM.2019.03.143
Kinder, F. D., & Kurz, J. M. (2018). Gaming Strategies in Nursing Education. Teaching and Learning in Nursing, 13(4), 212–214. https://doi.org/10.1016/J.TELN.2018.05.001
Kuo, C.-L., & Chuang, Y.-H. (2018). [Kahoot: Applications and Effects in Education]. Hu Li Za Zhi The Journal of Nursing, 65(6), 13–19. https://doi.org/10.6224/JN.201812_65(6).03
Lee, C.-C., Hao, Y., Lee, K. S., Sim, S. C., & Huang, C.-C. (2019). Investigation of the effects of an online instant response system on students in a middle school of a rural area. Computers in Human Behavior, 95, 217–223. https://doi.org/10.1016/J.CHB.2018.11.034
Orhan Göksün, D., & Gürsoy, G. (2019). Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz. Computers & Education, 135, 15–29. https://doi.org/10.1016/J.COMPEDU.2019.02.015
Shea, P., & Bidjerano, T. (2010). Learning presence: Towards a theory of self-efficacy, self-regulation, and the development of a communities of inquiry in online and blended learning environments. Computers & Education, 55(4), 1721–1731. https://doi.org/10.1016/J.COMPEDU.2010.07.017
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/J.CHB.2018.05.028
Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217–227. https://doi.org/10.1016/J.COMPEDU.2014.11.004