As an advanced practice nurse, you will run into situations where a patient’s wishes about his or her health conflict with evidence, your own experience, or a family’s wishes. This may create an ethical dilemma. What do you do when these situations occur?
In this case, you will explore evidence-based practice guidelines and ethical considerations for specific scenarios.
To Prepare
Review the scenarios provided
Based on the scenarios provided:
Consider what necessary information would need to be obtained about the patient through health assessments and diagnostic tests?
Consider how you would respond as an advanced practice nurse. Review evidence-based practice guidelines and ethical considerations applicable to the scenarios you selected.
Ethical issues happen when choices need to be made, the answers may not be clear and the options are not ideal. The result could be declines in the quality of patient care; problematic clinical relationships; and moral distress, which is defined as knowing the right thing to do but not being allowed or able to do it. When patients lack capacity for decision-making, nurses often have to address situations that were never previously discussed. They must also balance potentially countervailing ethical guidelines: respecting the patient`s previously expressed values and preferences and acting in her best interests in the present moment.
hile looking at the beneficial effects of implementing a social network in education, one must also consider the negative aspects. Social networks such as VR have been under development for many years. Gershon Dublon, professor of the Massachusetts Institute of Technology’s (MIT) Media Lab, and Joseph A. Paradiso, an electrical engineer also at MIT’s Media Lab, explain how this does not mean that networks are perfect. Existing devices that augment our reality such as “Google Glass, tend to act as third-party agents on our shoulders, suggesting contextually relevant information to their wearer” augmenting situations (Dublon and Paradiso 6). This augmentation can be used for educational purposes but networks such as Google Glass “are often disruptive, even annoying, in a way that our sensory systems would never be”(Dublon and Paradiso 6). If the purpose of VR is to make students more engaged, then disruptive functions would defeat it. They would distract the student away from the primary goal and lead to disengagement. This problem is easy to combat, however. Educational leaders should create programs that aren’t disruptive. For example, if a student is in a surgical training VR simulator, and ads that contain sites to buy medical tools were to show up, they would distract the student from the simulator ultimately causing them to make a mistake. Although this mistake wouldn’t have outside effects due to the nature of VR that “allows students control over their learning in a consequence-free, explorative manner”(Hu-Au and Lee 5), it would distract the student leading to an overall decrease in understanding of the content being shown. A designer could design the simulator to not show any ads or disruptive tools or minimize the effect of them by minimizing their disruptiveness.
Another limitation that comes up frequently when debating the implementation of VR into educational facilities is cost. VR technology can be expensive, with the highest quality being as pricey as $50,000. However, the reality is that many VR kits don’t cost a substantial amount. In general, plastic and cardboard models carry out the same task as the higher quality models. According to Russell Holly, an expert on virtual reality devices, “in most apps it’s nearly impossible to tell the difference between the [lower and higher quality] implementations”(Holly 2). This means that the differences between a low-quality and a high-quality VR headset are negligible and that both carry out its purpose. They would still allow students to become more engaged with the material. These lower-quality headsets can be implemented into schools’ curriculums without being too costly. If an underfinanced public school wants to introduce virtual reality into their classrooms, they would easily be able to, by opting for the cheaper VR headset as the user experien