Digital medical education

Chapter 27


Digital medical education




Introduction


There has been a long history of educational technologies that have both defined and enabled the development of medical education. Pre-digital technologies such as books, buildings, photography and chalkboards have all played a critical role. However, we tend to only see recent innovations as ‘technologies’ while overlooking more familiar forms. Technology today has become synonymous with our interconnected and interdependent computing devices, software and network infrastructures. It would be inappropriate to discuss digital technologies without considering the ways in which they are used. This chapter will therefore consider the tools, applications and social and cultural organizations associated with digital media as a single phenomenon: ‘the digital’.


We are currently training the last generation of doctors who can remember a time before the internet, the first who will learn in an environment dominated by digital technologies and the first who will practise in a predominantly e-health environment. At the same time, medical teachers who trained in a pre-digital environment (and therefore have little or no experience of e-learning or e-health as learners) are those who are defining and running contemporary medical education. This time of transition therefore requires teachers and their students to be attentive, reflective and considered in how they shape the future of healthcare in a digital age.



The breadth of interactions between medical education and the digital makes a discrete review of its use in medical education particularly challenging. Lecturing involves using PowerPoint, video recording and audience response systems (‘clickers’); curriculum preparation now involves configuring and populating virtual learning environments (VLE); and running exams now means using online question banks and e-assessment delivery systems. We track clinical encounters through electronic logbooks, our libraries’ collections are predominantly online and our learners make significant use of the web and other electronic resources above and beyond that required by their tutors. The two essential challenges facing us are how to make the best use of the digital in medical education, and how to best configure medical education in a digital age.



Why use digital?


Educational technologies may be used for many reasons, only some of which directly relate to instruction. Institutions, as well as teachers, are often more interested in other benefits, such as tracking learners, improving administrative efficiency or expanding the reach of their programmes (Ellaway 2011). The shift to more explicitly accountable forms of medical education is supported by digital technologies providing detailed logs of what participants in a programme are actually doing (at least through online institutional systems). Whether this is based on the frequency of learners’ postings to a discussion board or the numbers and mix of their logged patient encounters, knowing who is doing what and when they are doing it may be as important to an institution as the quality of their learners’ educational experiences. This is not to endorse such perspectives, but the medical teacher should be clear as to the drivers in and around the tools they use. See Box 27.1 for some of the key ways the digital can drive and shape education.



Box 27.1   Internet dimensions


Because the internet has many influences on the things with which it interacts, it can be difficult to anticipate what effects it will have (for good or ill) in fields such as medical education. Nevertheless, the following five dimensions describe the kinds of impacts that any internet-related activity may have in an educational setting:



• Acceleration: the internet can make communication, processing and access much faster. This means that tasks can be undertaken more quickly but with less and less time to reflect on the consequences of one’s actions.


• Reach: the internet can significantly extend the reach of one’s actions. For instance, geographically remote learners can study together and patients and physicians at different locations can be connected via telehealth networks. One reaction to this extended reach has been a tendency to value face-to-face encounters more than online ones.


• Integration: the internet can integrate a variety of services and information, reflected for instance in the proliferation of virtual learning environments (aka learning management systems) such as Blackboard and Moodle. Integration also means more interdependence, which can in turn make otherwise resilient education systems more and more vulnerable to errors and failures.


• Observation: the internet can track and record almost any action. While this provides the ability to provide rich feedback and modelling of learner behaviours, it can also reduce learners’ autonomy to explore and their freedom to express themselves.


Increased reach is another reason for adopting the digital in medical education. Online tools and information can be made available at any time of day and anywhere a network connection can be found. Similarly, teachers and learners are now regularly online and accessible well outside regular working hours. The digital also allows for more rapid and assured publishing of information. While printed copies of anything (including this book) can rapidly lose their currency, online information can be provided as a single ‘golden’ copy that can be kept up to date more easily than print. Other noninstructional reasons for using technology in medical education include meeting learner expectations, seeking cost savings in programme administration and delivery, connecting with other online service providers, and meeting accreditation requirements for communication and curriculum management.


The use of digital media for instructional purposes may be limited by the greater value associated with face-to-face rather than virtual encounters, particularly by learners. Indeed, where educational multimedia is used in an educational setting, it is often to accommodate logistical rather than educational ends. For instance, the number of lectures in a course may be reduced and their content reallocated to multimedia applications, or a distributed student population (particularly in community teaching sites) may be provided with asynchronous access to the same teaching resources to allow for local variations in scheduling.



Presence


One defining aspect in designing and using digital media for instructional purposes is to what extent and in what way the teacher is, or is not, co-present with their learners. Teachers often consider classroom and independent study as binary opposites, but new media technologies have blurred this distinction. Table 27.1 sets out a continuum between presence and absence and the different kinds of activities and tools that apply to these different settings.



Mitchell (2000) presents the concept of ‘economies of presence’ as the cost–benefit ratio for different kinds of presence, both physical and digital. Despite faculty concerns over poor attendance at lectures, most medical learners continue to seek the most authentic, hands-on, face-to-face encounters they can find. The use of digital media typically does not provide the same experiential richness as embodied experiences and can therefore be perceived as less valuable. Despite this, there are situations where economies of presence lead learners to favour the use of digitally mediated activities. For example, digital media can establish or enhance educational presence when learners and teachers are working at a distance from each other, when learners need to access resources out of hours or when shared activities persist over time and involve many participants. Similarly, groups of learners may work as a collective, using digital tools to pool lecture and research notes and other resources, for instance, in small-group learning activities.


By allowing medical teachers to extend their teaching presence to work with learners and colleagues beyond the limitations of the classroom or clinical workplace, different kinds of digital media can alter the way that the participants in medical education interact with each other and their learning environment. Medical teachers should understand and make the most of the extended forms of presence afforded them and are encouraged to explore what it means to be an educator when not co-present with their learners.



Activities


Another key construct regarding the use of digital technologies in medical education is ‘activity’. Learning doesn’t happen spontaneously; learners and teachers participate in different educational activities (lectures, PBL, exams, bedside teaching and so on). Table 27.1 shows how different forms of presence work with different forms of educational activity, with face-to-face teaching being typically the most improvised, and ‘computer-as-teacher’ designs the most predefined. We can expand on this to consider three levels of activity: encoded, constructed and symbolic (Ellaway & Davies 2011; see Fig. 27.1).



Encoded activities are what learners and teachers need to do to allow them to interact with, operate or otherwise control a technical artefact. At the most basic level this involves watching or listening to what the computer is doing and then clicking, typing or touching items on the screen in response. Other input devices include joysticks (such as game handsets), the motion or orientation of a handset (such as for a Wii) or whole device (such as tablets and smartphones) or physical gestures (using sensors such as the Kinect). Medical education-specific devices such as manikins and laparoscopic simulators support more clinically focused encoded activities through observing, touching and manipulating a simulated human body. It should be noted that while each of these activities involves a mixture of cognitive and hand–eye components, the latter are often overlooked. The physicality of computing can assist or impede learning just as much as its cognitive aspects; indeed, it is an unavoidable hidden curriculum issue associated with using educational technologies.


More complicated encoded activities are built up from these basic forms, such as multiple-choice questions, 3-D anatomical models or a series of management decisions within a virtual patient. All of the things that a software artefact can do are encoded as part of its build; even the ability to be adaptable needs to be explicitly designed and built (such as in a VLE or a virtual world). There are three organizing principles for encoded activities: the way they are sequenced, the way they are presented, and their convergence with the objectives of the activities in which they are used.



• The presentation principle involves visuals, audio and video. For instance, a series of multimedia design principles have been identified to guide how encoded activities are presented (Mayer 2009). These are essentially about reducing the ‘cognitive load’ on the learner and are summarized in Box 27.2. Multimedia principles should be applicable to any kind of encoded activity involving onscreen or paper-based materials, including lecture slides, handouts and study guides.



• Sequencing is concerned with the order in which different encoded activities are presented (this before that, this after that) and the logic that refines the ordering (this if that, that if not this). Although sequencing has been identified as important to learning (Ritter et al 2007) the role and impact of sequencing are still being explored. Both presentation and sequencing are important, not just to instructional use of digital technologies but to all systems and tools used in medical education.


• The alignment between different encoded activities and their ability to support different learning objectives is also important. For instance, if the task in hand is to work through a virtual patient diagnostic pathway, how well does that prepare a learner to make similar decisions in practice? From this perspective we can ask similar questions to those raised with regard to simulation and simulators, such as the validity and the extent to which knowledge and experience transfers to medical practice. While the relationships between a simulator and its real-world equivalent are usually apparent, the same cannot always be said about instructional multimedia. Dormans (2008) identifies three aspects of simulation in digital games that can also be applied to educational technologies in medical education:



image Iconic simulation is concerned with how much a technical artefact mirrors key aspects of the real world. For instance, an online lecture about a particular clinical presentation would arguably be less iconic than a virtual patient, where the learner can make practice decisions and deal with the simulated consequences.


image Indexical simulation is concerned with simplification of or abstraction from the real world. For instance, PBL cases or virtual patients are written to exclude what the authors would consider irrelevant details. Only certain choices and outcomes are allowed, typically reflecting the intended learning objectives.


image Symbolic simulation is concerned with the arbitrary or non-real representation of the real world. For instance, requiring a learner to interact with a virtual patient using mouse clicks and key presses is more symbolic than physically interacting with a mannequin.

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Dec 9, 2016 | Posted by in GENERAL & FAMILY MEDICINE | Comments Off on Digital medical education

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