Tuesday, February 18, 2020

Mandatory Influenza Vaccinations for Health Care Workers Research Paper

Mandatory Influenza Vaccinations for Health Care Workers - Research Paper Example Finally, the paper has discussed national benefits of having Health Care workers immunized. The American Hospital Association (2011) points out that influenza is a dangerous contagious disease that spreads quickly from one person to another even before the appearance of its signs. The diseases cause annual deaths of an estimated population of 24,000 people and more than 150,000 hospital admissions. Hospitalized patients are more vulnerable to influenza because their system of immunity has already been weekend by the disease they are suffering from which has caused their admission. Health Care Workers vaccination is important for it prevents deaths and illnesses among patients as well as reducing their absenteeism when they infect each other with the disease. Since 1981, annual health care workers’ vaccination has been recommended by the Center for Disease Control and Prevention (CDCP). However, only half of the total number of Health Care Workers in the United States has adher ed to the rule. Protection of the well-being and health of patients and health workers is a worldwide matter of concern. Research in America has for the first few years shown that because of the health workers failure to undergo vaccination, health care workers unintentionally expose patients to seasonal influenza. American Hospital Associations Board of Trustees has imposed policies that require health care workers to undergo mandatory vaccination or put on masks while handling patients during seasons of influenza. The aim of this is to care and protect lives of patients (American Hospital Association, 2011). Data collected annually by Center for Disease Control and Prevention in the U.S. shows that more than two hundred thousand influenza patients are admitted in hospitals every year. Collected data also shows that a population of above 36,000 people dies of influenza annually. The other disease that puts people at risk of death in the U.S. is breast cancer. Even though the vaccin ation is about 70 to 90% effective in preventing influenza, it does not work with people aged above the age of 65 years and people with chronic health conditions preventing them from the vaccine (Rakita et al., 2010). Nowadays, many health care organizations and hospitals have embraced the policy of getting their employees, students, hospital contract workers, volunteers and affiliated medical staff vaccinated seasonally for the safety of the patients. Every employee is supposed to be immunized unless they have a religious or medical reason preventing them from the immunization. The rate of vaccination has gone above 90% due to application of the policies. Examples of organizations in which influenza vaccination in health care centers is a mandatory practice and a condition of employment include American Academy of Pediatrics, National Patient Safety Foundation and Association of Professionals in Infection Control (American Hospital Association). Prevention of the spread of influenz a between patients and health care personnel minimizes economic effects in the institution as well as reducing the cost of living in the society. National Foundation for Infectious Diseases (2007) outlines an example of outbreak of influence that occurred in an internal medicine ward in which 23% of the members of staff became infected. The result of this was a fourteen days sick leave for each of the members. Eight admissions that had been

Monday, February 3, 2020

Should Games be Used for Education Purposes in the Classroom Research Paper

Should Games be Used for Education Purposes in the Classroom - Research Paper Example Today, educators are faced with varied alternatives on the method of teaching students. One such alternative is the use of video games in the learning process of a child. This paper will discuss the both the advantages and disadvantages of using video games for education purposes with the view in mind of coming to a conclusion as to whether or not games should be used for education in the classroom. According to Munoz, Kevitt and Lunney, unlike the traditional tutoring which depends on the subject taught and the knowledge and experience of the lecturer, educational games and virtual learning environments (VLEs), give the students the topic which they need to learn and at the same time they are able to attain the skills needed to manage the VLEs (Munoz, McKevitt and Lunney 2). They went on further to say that whereas traditional learning poses a problem in adaptability to the pace of each student; VLEs are able to adjust easily to each student’s pace. Bouchaut, Cig, et al concl uded that VLEs enriches a student’s education because of its â€Å"potential benefits in engagement, attitude, and learning intensity as well as increased collaboration, healthy competition, and detailed learning discussions† (Bouchaut, Cig and Dekker 9). Moreover, they stated that the â€Å"virtual world will help transform the classroom into a vibrant, energetic, and crucially learning focused place where students will actually want to learn more† (9). ... Having discussed the benefits gained from using VLEs, it is important to also look at the other side of the coin. A major drawback presented by critics of video games being used in education is the possibility that students might get too consumed by the games, thereby losing track of the real purpose which is to educate. Some even fear that it may cause addiction among students which will result in more time spent in front of the computer (Bakar, Inal and Kagiltay 2). Another disadvantage of using video games in teaching is that not all games are appropriate to the learning process (Bakar, Inal and Kagiltay 5). The probability of a mismatch between the game content and the educational curriculum exists (Munoz, McKevitt and Lunney 4). Appropriateness is not only concerned with the subject being taught. It is also concerned with the grade level of the students where the games will be used. Proponents of using video games say that its use increases motivation among students but this poi nt is contradicted by other educators who believe that it may also lead to problems in motivation because students have different likes and preferences (Bakar, Inal and Kagiltay 5). What may be a motivator for one student may turn out to be boring for another. The financial issues attached to using video games in the classroom are also major concerns of most schools. If they decide to use the VLEs, a huge part of their budget will have to be invested in computer systems which can accommodate the latest software available. Training of teachers is also inevitable which means additional costs for the schools. To close one’s eyes to the existence and usefulness of video games in the education of the current crop of students is