| Literature DB >> 30762583 |
Josip Car1, Jan Carlstedt-Duke2, Lorainne Tudor Car3,4, Pawel Posadzki5, Penny Whiting6, Nabil Zary7,8,9, Rifat Atun10,11, Azeem Majeed12, James Campbell13.
Abstract
Synthesizing evidence from randomized controlled trials of digital health education poses some challenges. These include a lack of clear categorization of digital health education in the literature; constantly evolving concepts, pedagogies, or theories; and a multitude of methods, features, technologies, or delivery settings. The Digital Health Education Collaboration was established to evaluate the evidence on digital education in health professions; inform policymakers, educators, and students; and ultimately, change the way in which these professionals learn and are taught. The aim of this paper is to present the overarching methodology that we use to synthesize evidence across our digital health education reviews and to discuss challenges related to the process. For our research, we followed Cochrane recommendations for the conduct of systematic reviews; all reviews are reported according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidance. This included assembling experts in various digital health education fields; identifying gaps in the evidence base; formulating focused research questions, aims, and outcome measures; choosing appropriate search terms and databases; defining inclusion and exclusion criteria; running the searches jointly with librarians and information specialists; managing abstracts; retrieving full-text versions of papers; extracting and storing large datasets, critically appraising the quality of studies; analyzing data; discussing findings; drawing meaningful conclusions; and drafting research papers. The approach used for synthesizing evidence from digital health education trials is commonly regarded as the most rigorous benchmark for conducting systematic reviews. Although we acknowledge the presence of certain biases ingrained in the process, we have clearly highlighted and minimized those biases by strictly adhering to scientific rigor, methodological integrity, and standard operating procedures. This paper will be a valuable asset for researchers and methodologists undertaking systematic reviews in digital health education. ©Josip Car, Jan Carlstedt-Duke, Lorainne Tudor Car, Pawel Posadzki, Penny Whiting, Nabil Zary, Rifat Atun, Azeem Majeed, James Campbell, Digital Health Education Collaboration. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 14.02.2019.Entities:
Keywords: education, distance; education, medical; education, professional; evidence-based; methods; systematic reviews
Mesh:
Year: 2019 PMID: 30762583 PMCID: PMC6393775 DOI: 10.2196/12913
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Description of the digital modalities.
| Digital education modality | Working definitions/description |
| Offline computer-based digital education (offline digital education) | An intervention that requires no internet or local area network connection and can be delivered through media including CD-ROM, external hard disc, and universal serial bus stick [ |
| Online computer-based digital education (online digital education) | An intervention that requires the use of a “Transmission Control Protocol” and an “Internet Protocol” as standards for learning activities. Alternatively, these may be referred to as being “online,” “Web-based,” or “on a network” [ |
| Serious gaming and gamification interventions | A competitive activity in which students set educational goals intended to promote knowledge acquisition. The games may either be designed to promote learning or the development of cognitive skills, or take the form of simulations that allow learners to practice their skills in a virtual environment [ |
| Massive open online course | An online course that is designed for participation of large numbers of geographically dispersed students [ |
| Virtual learning environment | An environment that is based on a certain pedagogical model, incorporates or implies one or more didactic objectives, provides users with experiences they would otherwise not be able to experience in the physical world, and rebounds specific learning outcomes [ |
| Virtual reality | A computer-generated representation of a real or artificial environment that can be interacted with by external entities, allowing for a first-person active-learning experience through immersion [ |
| Virtual patient | “Interactive computer simulations of real-life clinical scenarios for the purpose of medical training, education, or assessment” [ |
| Digital psychomotor skills trainers | An intervention in which digital technologies are utilized to train skills belonging to the psychomotor domain; mental and motor activities are required to execute a manual task [ |
| Mobile digital education (m-learning) | “Learning across multiple contexts, through social and content interactions, using personal electronic devices” [ |