Creating an educational brochure.

 

Develop an intervention (your capstone project), as a solution to the patient, family, or population problem you’ve defined. Submit the proposed intervention to the faculty for review and approval. This solution needs to be implemented (shared) with your patient, family, or group. You are not to share your intervention with your patient, family, or group or move on to Assessment 5 before your faculty reviews/approves the solution you submit in Assessment 4. In a separate written deliverable, write a 5-7 page analysis of your intervention.
Please submit both your solution/intervention and the 5-7 page analysis to complete Assessment 4.
Preparation
In this assessment, you’ll develop an intervention as a solution to the health problem you’ve defined. To prepare for the assessment, think about an appropriate intervention, based on your work in the preceding assessments, that will produce tangible, measurable results for the patient, family, or group. In addition, you might consider using a root cause analysis to explore the underlying reasons for a problem and as the basis for developing and implementing an action plan to address the problem. Some appropriate interventions include the following:
• Creating an educational brochure.
• Producing an educational voice-over PowerPoint presentation or video focusing on your topic.
• Creating a teaching plan for your patient, family, or group.
• Recommending work process or workflow changes addressing your topic.
Plan to spend at least 3 direct practicum hours working with the same patient, family, or group.
Instructions
Complete this assessment in two parts: (a) develop an intervention as a solution to the problem and (b) submit your proposed intervention, with a written analysis, to your faculty for review and approval.
Part 1
Develop an intervention, as a solution to the problem, based on your assessment and supported by data and scholarly, evidence-based sources.
Incorporate relevant aspects of the following considerations that shaped your understanding of the problem:
• Leadership.
• Collaboration.
• Communication.
• Change management.
• Policy.
• Quality of care.
• Patient safety.

 

Sample Solution

The key constraint is advertisements; an education class, school, college, or institution, for example, requires beautiful brochures. The more marketing an institute conducts, the more people will come. And, because distributing brochures is considered the best form of marketing, education brochure design is critical. Also, finding a design for your chosen brochure can be difficult, but not on Doographics. It’s a website where you may get a variety of educational brochure templates. You can make your own templates or alter one that our designers have created.

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

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