Brendan Fereday
Ph.D. Student in Education, admitted Autumn 2019
Education & Certifications
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Ed.M, Harvard University (2018)
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M.Ed, University of California, Santa Barbara (2014)
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BA, Pepperdine University (2011)
All Publications
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Enhancement of Immersive Technology Use in Pediatric Health Care With Accessible, Context-Specific Training: Descriptive Feasibility Study.
JMIR XR and spatial computing
2024; 1: e56447
Abstract
Immersive technology provides adjuncts for pediatric care. However, accessibility and inadequate training limit implementation of this technology. Standardized instruction with no-cost software licensing may improve health care professionals' facility with immersive technologies.This descriptive feasibility study aimed to examine the applications of immersive technologies in pediatric health care, including virtual reality (VR) and projectors.We developed immersive technology instructional guides for pediatric health care. The training guides were created for multiple software content and hardware types across several clinical scenarios. Content was available in print and digital versions. The primary outcome was technology use across sites with no-cost software agreements. The secondary outcome was the specific application types used at a single site, stratified by sessions and minutes. Data were analyzed using descriptive statistics.Data were collected from 19 licensed sites from January through June 2022. Among the 19 sites, 32% (n=6) used 10 or more VR units. Among the 6 sites that had projectors, half used 5 or more units. The mean minutes of use per month of all sites combined was 2199 (IQR 51-1058). Three sites had more than 10,000 minutes of total use during the 6-month review period. Secondary results indicated that active VR (977 total sessions) and passive projector streaming (1261 total sessions) were the most popular application types by session, while active projector (66,849 total minutes) and passive projector streaming (32,711 total minutes) were the most popular types when stratified by minutes of use. The active VR application with the most minutes of use was an application often used in physical therapy.Context-specific technological instruction coupled to no-cost licenses may increase access to immersive technology in pediatric health care settings.
View details for DOI 10.2196/56447
View details for PubMedID 41341879
View details for PubMedCentralID PMC12671333
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Enhancement of Immersive Technology Use in Pediatric Health Care With Accessible, Context-Specific Training: Descriptive Feasibility Study
JMIR XR and Spatial Computing
2024; 1
View details for DOI 10.2196/56447
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A longitudinal study of US college students before and during the Covid-19 pandemic.
Journal of American college health : J of ACH
2023: 1-11
Abstract
OBJECTIVE: To assess the Covid-19 pandemic's effects on college students' stress, life satisfaction, and college experiences and investigate sources of resilience.PARTICIPANTS: 1,042 students from 11U.S. colleges and universities.METHODS: Longitudinal study with surveys in winter 2018-2019 and fall 2021. Interviews with 54 survey respondents, spring 2021. Surveys measured purpose, social agency, goal-directedness, belonging, positive relationships, stress, life satisfaction, and pandemic impact. Interviews explored students' experiences during the pandemic.RESULTS: Stress increased, and life satisfaction decreased from T1 to T2, but only for those with the highest reported pandemic impact, not in the sample overall. Goal-directedness, social agency, positive relationships, and sense of belonging were associated with lower stress and higher life satisfaction at both time points. Interviewees described both challenges and "silver linings" resulting from the pandemic.CONCLUSIONS: Single time-point studies of students' pandemic experiences may overstate the pandemic's negative mental health consequences and underestimate students' resilience.
View details for DOI 10.1080/07448481.2023.2220391
View details for PubMedID 37314866