An occupational therapy blog about the role of online technology in OT education and practice.
VirtualOT
- Anita Hamilton
- Australia
- I am an Australian occupational therapist, educator and researcher. I have worked as an OT in mental health, vocational rehabilitation and a private surgical hospital. I am passionate using online technology to enhance the knowledge and growth of the occupational therapy profession. In my PhD research I am looking at the role of online technologies in information management and knowledge transfer in occupational therapy. Views expressed and stories shared on this blog are my opinion and do not represent views of my employer or professional registration body.
Thursday, October 23, 2008
Adaptive Toys
Thanks for sharing your new knowledge :-)
Monday, October 20, 2008
Salford University Occupational Therapy Education Blog: How do YOU engage in activity?
This post about students commenting on their leisure activities and how they achieve a sense of doing, being and becoming through these activities links very well with a post I also made about doing, being, becoming a blogger and belonging in a virtual community.
Thursday, October 16, 2008
TechnOT: Using a computer is an Activity of Daily Living (ADL)
Another reason to get a copy of this article if you want a great glossary of terms for technology!
Verdonck, M. C., & Ryan, S. (2008). Mainstream technology as an occupational therapy tool: technophobe or technogeek? British Journal of Occupational Therapy, 71(6), 253-256.
TechnOT: Using a computer is an Activity of Daily Living (ADL)
iShoe
One quarter of senior citizens chronically fall down, leading to over 300,000 broken hips a year. Developed by NASA and tested on astronauts, our patent-pending insole rehabilitates the wearer’s ability to balance, reduces falls, and automatically notifies caregivers and loved ones by phone should a fall take place. Welcome to iShoe.
Tuesday, October 14, 2008
Using a computer is an Activity of Daily Living (ADL)
Using the Canadian Model of Occupational Performance and Engagement (CMOP-E) we can identify how pervasive the computer has become in our lives and see that assessing how, where, when and why our clients use computers is Core OT business!
Person
Affective: How do computers impact affect? Well, we all know the frustration of a computer "crashing" or forgetting how or where you saved a precious document and so on, but we also know the joy of conquering a new program, making our first slide show, or maybe the sense of connectedness through emailing a friend or joining an online community.
Cognitive: Computer use varies in its complexity, depending on the task you are doing. Many people find computers easier to use with guidance and practice, demonstrating that accessing a computer regularly facilitates ease of use. (See "affect" above for impact of cognitive level and computer program level being mis-matched!)
Physical: The ergonomics industry (and many OTs and PTs... and optometrists) have worked out that the physical impact of the computer has seen a boom in business. Not being able to touch type, over-using a mouse and staring too long at a screen are three typical sources of over-use injuries brought about by computer use.
Occupation The CMOP delineates occupation into three main areas; Productivity, Self-care and Leisure. This Taxonomy is a guide in breaking down areas of occupation. This Taxonomy can also be a source of frustration when we think about what to put under each productivity, self-care and leisure (e.g.: is cooking productivity, self-care or leisure!? Answer: depends what you're cooking!)
For this discussion we'll keep it simple... Computers have changed the world! Computers enable people to participate in productivity, self-care and leisure occupations that didn't exist 20 years ago. Computers store information (e.g.: work documents, recipes at home, photos, etc), connect people (e.g.: friends, family, support groups, work, social networking etc), provide entertainment (e.g.: games, social networking, buy tickets to a concert!), connect with databases and directories and so on.
Environment The CMOP names aspects of the environment as physical, institutional, cultural and social. All have been impacted by computers.
Our physical environments (built and natural) have changed since the advent of the computer. Computers have changed how we design and use our homes, people seek a place for their computer (or computers) that enables them to be online when they want and in a space they can spend extended periods. Wireless computer access has also meant that we can look up recipes while cooking in the kitchen, then take the computer to another room for another purpose.
In institutional environments such as the workplace, computers are the core tool used in nearly every industry, in towns and cities governments are paying for public spaces to be "connected" so that people can access their computers from almost anywhere. Our mountains have mobile towers on them and being able to access the internet using a mobile phone is fast becoming an expectation, not a dream!
Computers connected to the world wide web also enable access to new virtual communities. Virtual communities such as those in Facebook or MySpace create another social dimension for people to engage, socialize and learn from each other. Second Life is a rapidly growing community in the virtual world where you can walk and talk in the computer using an avatar to talk with other people. You can connect with special interest groups, get information on a range of topics, or simply "hang out" in a night club.
I think as OTs we need to keep in mind how to create safeguards to ensure that vulnerable people are not taken advantage of in all online communities.
Spirituality How does computer use relate to spirituality? Computers directly impact the users experience of purpose and meaning in their lives. Meaning and purpose is so often derived by the important roles we play and how we experience relationships with other people. Computers play a significant role in both these areas. Computers can enable us to achieve our potential in work and personal life. This is seen through the fact that so many people use a computer to effectively complete work tasks, to maintain links with and be involved in the lives of friends and family (email, Skype, MSN etc), to store precious memories in online photo albums, or to expand social horizons through social networking spaces or to manage personal problems in online support communities.
Engagement in the new text Enabling Occupation II (Townsend and Polatajko, 2007) 'E' was added to the model to depict 'engagement' in occupation.
Lane, A., & Ziviani, J. (1999). Children's computer access: analysis of the visual-motor demands of software designed for children. British Journal of Occupational Therapy, 62(1), 19-25.
Townsend, E. A., & Polatajko, H. J. (2007). Enabling occupation II : advancing an occupational therapy vision for health, well-being & justice through occupation /Elizabeth A. Townsend & Helene J. Polatajko, primary authors. Ottawa, Ontario: Canadian Association of Occupational Therapists.
Monday, October 13, 2008
TechnOT: Doing, being, becoming a blogger and belonging to a virtual community!
I updated this blog entry tonight as I was reviewing the types of searches that got people to my blog. A vast number of the searches that landed people in my blog included words like: "what is doing being becoming". So I've added a bit more history on the model's development ahead of my story on doing, being becoming a blogger and belonging in a virtual world! I hope that this information is helpful!
New game gizmo uses mind control
An Australian company is gearing up to release a computer headset that allows people to control video games using only the power of their minds.
Emotiv Systems, founded by four Australian scientists in 2003, will release the $US299 ($315) EPOC headset on the US market this year.
Featuring 16 sensors that measure electrical impulses from the brain, the headset - which plugs into the PC's USB port - will enable games to register facial expressions, emotions and even cognitive thoughts, allowing players to perform in-game actions just by visualising them.
The headset works in a similar way to voice recognition, in that it must first be calibrated using Emotiv's software to recognise patterns in the user's electrical brain impulses, which are used to perform 30 preset actions.
What implications might this hardware and software have for people with communication disorders?
43 things... Is the COPM being challenged?
Maybe OTs could use this site with clients to look at people's goals and discuss with their client how many people share this goal, read how others have achieved it and list their goal if it is not presently listed, to see what ideas they can get from people in this virtual community.