Good morning educators!
There are so many technologies for teaching out there (my favourite is H5P). One of the biggest mistakes an educator can make in any context is putting the technology before the learners. It is important not to jump into using technology too quickly without making an evidence-informed decision just because it seems useful. Instead, start with asking what problem you are trying to solve then look for technological or other ways to solve that problem.
For example, my students love Mentimeter. It was implemented as a way to improve inclusive engagement in larger classes. However, that does not mean that Mentimeter should be used for all classes. Nor does it mean that Cambrian will adopt it. Tony Bates talks about using the SECTIONS model to consider Students (or clients in a nursing context), ease of use, costs, teaching functions, interaction, organizational issues, networking, as well as security and privacy when deciding what technology to use for teaching. It is possible that other technologies can accomplish the same goal. As an educator, I need to seek out and evaluate a variety of possible solutions to improve student engagement and interaction in the classroom. Then they need to be tested and evaluated using the SECTIONS model and action research.
Quality of the learner’s experience is the main goal. Cost and context also matter. Nearpod is one of many examples of a technology that is similar to Mentimeter. Some educators and students love Nearpod. Others (including myself) say the features of Mentimeter work better for engaging their learners. There is no one size fits all approach.
Here is a quick article that talks about innovative teaching strategies for nursing education. Other things that I would add include gamification and interactive student response systems (like Mentimeter). In the clinical environment, technology is also being used to aid in patient education as well as nurse education in a variety of ways. However, technology is not always the answer. This week I have a fun paper-based game for students to do in class. Zero computers required.