| Literature DB >> 33195800 |
Ahmed Yaqinuddin1, Junaid Kashir1,2, Wael AlKattan1, Khaled AlKattan1.
Abstract
Lockdowns and social distancing measures due to the ongoing COVID-19 pandemic have forced the delivery and assessment of educational material to be performed via online and virtual educational tools. Such disruption has greatly affected hands-on training programs essential to acquire clinical competencies, particularly modes requiring physical patient encounters. While most educational content has successfully been shifted to predominantly web-conferencing platforms, the essential clinical teaching at affiliated hospitals for undergraduate medicine clerkship years has been severely disrupted due to barring of students from hospital premises to minimise spread of COVID-19, presenting a problem requiring unique solutions to ensure that quality of education and subsequent healthcare is kept sufficiently high. To this degree, technological advances increasingly present several elegant solutions which may provide the required levels of educational delivery. In this article, we briefly discuss the number of options that could be deployed to aid in acquisition of requisite skills during the clerkship years, with a focus on wearable technologies and video recording/broadcasting. Given the ongoing pandemic, application of technological advances could provide, with some global coordination, the medical education community with numerous proactive solutions rather than just educational luxuries or novelties.Entities:
Keywords: Video assisted learning; clinical encounters; medical clerkship; wearable technologies
Year: 2020 PMID: 33195800 PMCID: PMC7594250 DOI: 10.1177/2382120520963043
Source DB: PubMed Journal: J Med Educ Curric Dev ISSN: 2382-1205
Figure 1.Flowchart summarising how video-assisted learning may be deployed in the clinical clerkship years of medical education to enable content delivery, acquisition and consolidation in the post-COVID-19 era. The flowchart provides a comparison between bot live-sessions and pre-recorded video approaches.
Summary of novel educational methodologies describing their utility, advantages and disadvantages, and skills and competencies that could be trained with their use. Interpersonal competency assess interaction with others and with the greater community to foster and maintain healthy, mutually beneficial relationships with others, and the capacity for interdependence and collaboration. Intrapersonal competence examines the ability to self-recognise and self-interpret one’s own emotions and thoughts, while the thinking and reasoning competency assesses the level of critical thinking and independence skills acquired. The knowledge competency assesses the level of knowledge acquired and consolidated by the specific technology. Plus (+) indicates level of competency met, ranging from + (low) to ++++ (high).
| Educational method | Utility | Advantages | Disadvantages | Competencies |
|---|---|---|---|---|
| Campus-based | Lectures, TBL/PBL, practical training, seminars/tutorials | Traditional method, user comfort, large cohorts, social interaction, physical interactions | Not possible with social distancing, limited capacity, cost extensive | Interpersonal (+++), intrapersonal (+++), thinking and reasoning (+++), science (+++) |
| Web-conferencing | Lectures, TBL/PBL, seminars/tutorials | Large cohorts, convenient, most similar to traditional approaches, infrastructure largely developed, cost effective | Limited by internet/server capabilities, software compatibility issues, licensing issues | Interpersonal (++), intrapersonal (+), thinking and reasoning (+++), science (+++) |
| Video recording | Lectures, seminars/tutorials/clinical encounters | Convenient, easy accessibility, visual impact, point-of-view training | Limited by quality of recording, limited by equipment used, limited field of view, lack of interaction | Interpersonal (+), intrapersonal (+), thinking and reasoning (+), science (+++) |
| Live streaming | Lectures, seminars/tutorials/clinical encounters | Convenient, easy accessibility, visual impact, interactivity, point-of-view training | Limited by internet/server capabilities, not a uniform experience for all | Interpersonal (++), intrapersonal (+), thinking and reasoning (++), science (+++) |
| Simulations | Practical training/clinical encounters | Point-of-view training, visual impact, convenience | Limited information given, lack of haptic/face-to-face feedback | Interpersonal (++), intrapersonal, (+), thinking and reasoning (++), science (+++) |
| Augmented reality | Seminars/tutorials, practical training/clinical encounters | Point-of-view training, visual impact, convenience | Limited information given, lack of haptic/face-to-face feedback, limited by hardware capabilities | Interpersonal (+), intrapersonal (+), thinking and reasoning (+), science (++) |