| Literature DB >> 31206612 |
Michiel J Bakkum1,2, Jelle Tichelaar1,2,3, Anne Wellink1,2, Milan C Richir1,2, Michiel A van Agtmael1,2,3.
Abstract
With the aim to modernize and harmonize prescribing education, the European Association for Clinical Pharmacology and Therapeutics (EACPT) Working Group on education recommended the extensive use and distribution of digital learning resources (DLRs). However, it is unclear whether the complex task of prescribing medicine can be taught digitally. Therefore, the aim of this review was to investigate the effect of diverse DLRs in clinical pharmacology and therapeutics education. Databases PubMed, EMBASE, CINAHL, ERIC, and CENTRAL were systematically searched. Sixty-five articles were included in the analyses. Direct effects on patients were studied, but not detected, in six articles. Skills and behavior were studied in 11 articles, 8 of which reported positive effects. Knowledge acquisition was investigated in 19 articles, all with positive effects. Qualitative analyses yielded 10 recommendations for the future development of DLRs. Digital learning is effective in teaching knowledge, attitudes, and skills associated with safe and effective prescribing.Entities:
Mesh:
Year: 2019 PMID: 31206612 PMCID: PMC6896235 DOI: 10.1002/cpt.1549
Source DB: PubMed Journal: Clin Pharmacol Ther ISSN: 0009-9236 Impact factor: 6.875
Figure 1Preferred Reporting Items for Systematic Reviews and Meta‐Analyses (PRISMA) flow diagram for study selection. Search strategies used for both databases are described in Table S2. CINAHL, Cumulative Index to Nursing and Allied Health Literature; ERIC, Education Resources Information Centre.
Characteristics of the digital learning resources
| Intervention characteristics |
|
|---|---|
| Type of learning intervention | |
| E‐learning | 55 (84.6) |
| Blended learning | 12 (18.5) |
| Digital assessment | 6 (9.2) |
| Social learning | 9 (13.8) |
| Other | 9 (13.8) |
| Target population | |
| Physicians | 49 (75.4) |
| Nurse prescribers | 16 (24.6) |
| Pharmacists | 12 (18.5) |
| Dentists | 4 (6.2) |
| Education level | |
| Postgraduate | 44 (67.7) |
| Final year | 4 (6.2) |
| Undergraduate | 17 (26.2) |
| Characteristics | |
| Compulsory | |
| Yes | 16 (24.6) |
| No | 26 (40.0) |
| Not reported | 23 (35.4) |
| Anytime–anywhere availability | |
| Yes | 42 (64.6) |
| No | 4 (6.2) |
| Not reported | 19 (29.2) |
| Type of assessment | |
| Formative | 20 (30.8) |
| Summative | 12 (18.5) |
| Not reported | 33 (50.8) |
| Interactivity | |
| Yes | 41 (63.1) |
| No | 3 (4.6) |
| Not reported | 21 (32.3) |
| Case oriented | |
| Yes | 34 (52.3) |
| No | 2 (3.1) |
| Not reported | 29 (44.6) |
Multiple interventions and populations possible, percentages add up to >100%. Others may not add up to 100% due to rounding of percentages.
Study designs and quality
| Study characteristics |
|
|---|---|
| Research design | |
| Descriptive | 10 (15.4) |
| Qualitative | 11 (16.9) |
| Quantitative | 44 (67.7) |
| MERSQI ( | |
| Overall (mean ± SD) | 11.6 ± 3.0 |
| Low (5.0–8.5) | 8 (18.2) |
| Medium (9.0–13.0) | 22 (50.0) |
| High (13.5–18.0) | 14 (31.8) |
| Study design (MERSQI score) | |
| Single group, cross‐sectional (1) | 11 (25.0) |
| Single group, before and after intervention (1.5) | 7 (15.9) |
| Prospective cohort (2) | 8 (18.2) |
| Randomized controlled trial (3) | 18 (40.9) |
| Study outcomes – highest Kirkpatrick level (MERSQI score) | |
| Learner attitude – Kirkpatrick level I (1) | 11 (25.0) |
| Knowledge acquisition – Kirkpatrick level II (1.5) | 17 (38.6) |
| Learner behavior – Kirkpatrick level III (2) | 10 (22.7) |
| Patient outcomes – Kirkpatrick level IV (3) | 6 (13.6) |
| Sampling: Institutions (MERSQI score) | |
| Single institution (0.5) | 22 (50.0) |
| Two institutions (1) | 5 (11.4) |
| Three or more institutions (1.5) | 17 (38.6) |
| Sampling: Response rate (MERSQI score) | |
| <50% or not reported (0.5) | 13 (29.5) |
| 50–74% (1) | 6 (13.6) |
| ≥75% (1.5) | 25 (56.8) |
| Type of data (MERSQI score) | |
| Assessment by study participant (1) | 9 (20.5) |
| Objective (3) | 35 (79.5) |
| Instrument validity (MERSQI score) | |
| Not applicable | 1 (2.3) |
| Content validity reported (1) | 12 (27.3) |
| Internal structure reported (1) | 6 (13.6) |
| Relationship with other variables reported (1) | 7 (15.9) |
| Data analysis: Sophistication (MERSQI score) | |
| Descriptive statistics only (1) | 8 (18.2) |
| Beyond descriptive statistics (2) | 36 (81.8) |
| Data analysis: Appropriate | |
| Yes (1) | 34 (77.3) |
| No (0) | 10 (22.7) |
Instrument validity consists of three independently scored items (reported or not reported) and, therefore, does not add up to 100%. Others may not add up to 100% due to rounding of percentages.
MERSQI, Medical Education Research Study Quality Instrument.
Recommendations for future digital learning resources on safe and effective prescribing
| # | Element to include in DLR | Mentioned in |
|---|---|---|
| 1 |
| 13 articles |
| 2 |
| 8 articles |
| 3 |
| 6 articles |
| 4 |
| 4 articles |
| 5 |
| 6 articles |
| 6 |
| 5 articles |
| 7 |
| 12 articles |
| 8 |
| 10 articles |
| 9 |
| 4 articles |
| 10 |
| 5 articles |
DLR, digital learning resource; IT, information technology.
Definitions of digital learning resources
| Type of digital learning resource | Definition used for this review |
|---|---|
| E‐learning | Web‐based (online) or offline course offering a mixture of text, multimedia, and interactive elements |
| Digital assessment | Formative or summative examination, exceeding the use of simple interactive questions in e‐learning |
| Social component | (Mostly online) learning environment including any type of digital interaction with peers or teachers, such as Web forums, chatrooms, or email support |
| Podcasts | Informative digital audio files |
| Blended learning | Any type of digital learning resource combined with face‐to‐face teaching |
| Virtual patient | Patient simulator (may vary from simple text‐based to virtual/augmented reality) |
| Virtual reality/patient | Interactive computer‐generated experience in a virtual environment |
| Augmented reality | Virtual elements projected on real‐world environment |
| Serious/educational game | A video game with the purpose of training an individual |
The definitions used for this review are adapted from van den Berg et al. and Piovesan et al.98, 99