| Literature DB >> 34754600 |
Giacomo Rossettini1, Andrea Turolla2, Bjorg Gudjonsdottir3, Eleni Kapreli4, Beate Salchinger5, Geert Verheyden6, Alvisa Palese7, Andrea Dell'Isola8,9, John Xerri de Caro10.
Abstract
Currently, the coronavirus disease 2019 (COVID-19) severely influences physiotherapy education which is based mostly on face-to-face teaching. Thus, educators have been compelled to adapt their pedagogical approaches moving to digital education. In this commentary, we debate on digital education highlighting its effectiveness, the users' perspectives, and its weakness in the context of physiotherapy teaching aimed at informing post-COVID-19 future directions in this educational field. Existing evidence on digital education produced before COVID-19 supports its implementation into entry-level physiotherapy education. However, some challenges (e.g. social inequality and evaluation of students) threaten its applicability in post-COVID-19 era, calling educators to take appropriate actions.Entities:
Keywords: COVID-19; Coronavirus disease 2019; Digital education; Entry-level; Physiotherapy; Student
Year: 2021 PMID: 34754600 PMCID: PMC8567978 DOI: 10.1007/s40670-021-01439-z
Source DB: PubMed Journal: Med Sci Educ ISSN: 2156-8650
Differences between digital, traditional, and blended education. Reflections on benefits and challenges
adapted from literature [3–18]
| Digital education | • • • | • Increased accessibility | • Lack of application of learning theory or poor selection of learning theories for developing or supporting education (in curriculum design, program application, or learning evaluation) |
| • Flexible access to learning content, no time or place limitation so student can learn anywhere and anytime | • Implementation restrictions caused by digital gap (requirement of technology infrastructure and digital literacy) | ||
• Abundant delivery Self-direction | • Additional development and set-up costs | ||
| • Personalised learning experience | • High cost multimedia materials, high cost for platform maintenance, and require training for the user | ||
| • Better sensation of content | • Untoward effects of digital education such as anxiety, dizziness, and isolation | ||
| • Deeper information processing | |||
| • Adaptability | |||
| • Greater collaboration capacities | |||
| • Increased motivation | |||
| • Enjoyment of learning | |||
| • Cost-effectiveness | |||
| • Scalability that is possibility to increase or decrease size and requirements in response to changes | |||
• Equity • Automatic evaluation and documentation of students’ progress, possibility of receiving feedback from the students • Ability to simulate and rehearse different clinical scenarios (experiential learning) • Interactive learning (didactic) | |||
| • Increased accessibility | |||
| Traditional education | • • • | • Live demonstration of practice skills, followed by physical practice • Practice skills and get feedback from teacher • Synchronous delivery • Student interact in real-time Students experience a group dynamic • Students feel comfortable and learn more easily in a familiar, traditional classroom situation • Access more information and richer understanding through teacher and other students’ body language and voice | • Constraints in time space (classroom), and location |
| Blended education | • • | • Flexible access to learning content, student can learn anywhere and anytime | • Longer time on task compared to face-to-face learning |
| • Provides learning needs of the students with various learning styles | • Expensive method of teaching (at least when a course is delivered for the first time) | ||
| • Flexibility in learning | • Implementation restrictions caused by digital gap (requirement of technology infrastructure and digital literacy) | ||
| • Lower order learning can be facilitated through online learning and onsite sessions focus on improving the higher order thinking of the learners (cover wider range and in-depth learning) | • Creation of necessary infrastructure | ||
| • Self-direction | • High cost multimedia materials, high cost for platform maintenance, and require training for the user | ||
| • Active learner’s participation | • Challenging to train faculty members in learning methods | ||
| • Maximal utilisation of student learning time | Requires continuous blending of online and face-to-face sessions so the students realise the integration of the two components in a predetermined plan | ||
| • Peer-learning | • Need of presence of teacher throughout online sessions, to provide timeline feedback and facilitate discussions — require specific skills | ||
| • Enhanced engagement with peers and teachers | |||
| • Self-reflection | |||
| • Better learning experience | |||
| • By participating in online discussions and forums with their peers, learners gain the advantages of collaborative learning | |||
| • Improved the clinical reasoning skills | |||
| • More cost-effective for universities | |||
| • Fewer face-to-face sessions |
Analysis of the most common digital technologies. Reflections on benefits and challenges
adapted from literature [3–18]
| Offline computer-based digital education | An educational strategy that needs no internet or local area network connection. It can be offered using media (e.g. CD-ROM, external hard disc, and flash memory) | • • • • • • | • • • • • • |
| Online computer-based digital education | An educational strategy delivered that uses “Internet Protocol” and a “Transmission Control Protocol” (e.g. online, web-based, and on a network) | ||
| Serious gaming and gamification interventions | An educational strategy that applies competitive activities (e.g. games) or simulations (e.g. virtual environment) aimed to support students’ learning, cognitive, and practical skills | ||
| Massive open online course (MOOC) | An educational strategy offered in form of an online course aimed to reach broad groups of geographically scattered students | ||
| Virtual learning environment | An educational strategy that incorporates virtual environments to offer students the opportunity to experience specific learning activities in a non-physical world | ||
| Virtual reality | An educational strategy that offers students the possibility of an active-learning experience in an immersive computer-generated environment (e.g. real or artificial) | ||
| Virtual patient | An educational strategy that implies the adoption of an interactive computer simulation of healthcare scenarios aimed to develop students’ training, education, or assessment | ||
| Digital psychomotor skills trainers | An educational strategy that adopts digital technologies (e.g. virtual reality) to improve students’ psychomotor skills (e.g. manual task) | ||
| Mobile digital education (m-learning) | An educational strategy in which personal electronic devices (e.g. smartphone and tablet) are adopted to develop students’ learning and teaching beyond physical space and distance |
Example of resources for the physiotherapy community of educators
| World Physiotherapy | Education based resources | |
| International Neurological Physical Therapy Association | Teaching NPT in these crazy times: the entire podcast | |
| International Network of Physiotherapy Regulatory Authorities | Telehealth clinical education considerations | |
| American Council of Academic Physical Therapy | ACAPT’s response to the COVID-19 “new normal” | |
| European Network of Physiotherapy in Higher Education | Resources for educators — COVID-19 resources |
COVID-19 coronavirus disease 2019, NPT Neurological Physical Therapy, ACAPT American Council of Academic Physical Therapy
Methodology adopted for search and analysis. Reported from Gasparyan et al. [22]
| Sources accessed | • • |
| Search terms | • • |
| Limits | • • |
| Studies included | • • • • |
| Steps for writing | • • |
CINHAL Cumulative Index to Nursing and Allied Health Literature, COVID-19 coronavirus disease 2019, SARS-CoV-2 severe acute respiratory syndrome coronavirus 2
Fig. 1Opportunities of digital entry-level education in physiotherapy during COVID-19 pandemic and beyond. Legend: The image describes examples of students’ competences that can also be acquired using digital education as the theoretical (e.g. anatomical bony landmarks — “learning to know”), procedural (e.g. hand washing — “learning to do”), and relational ones (e.g. interaction with peers and educators — “learning to be”)
Fig. 2Weaknesses of digital entry-level education in physiotherapy during COVID-19 pandemic and beyond. Legend: The image displays a graphical summary of the weaknesses of digital education in physiotherapy as emerged from literature [48, 49]
Suggested actions needed at multiple levels of entry-level education in physiotherapy to counteract dilemmas of digital education outlined in “Unresolved dilemmas” section
| Institution | (a) To analyse cost-benefits of digital education, considering economic and organisational issues (e.g. reimbursement systems, revision of university taxes, and planning extracurricular activities); | 2 |
| (b) To identify problems (e.g. unstable internet connections) and shortages of resources (e.g. lack of laptops and electronic devices) encountered by students, guaranteeing equity of education; | 1 | |
| (c) To offer educators resources to cope with digital education (e.g. access, training, and support), considering the time required by the learning curve to acquire adequate education not only using new technology but also developing a completely different competency framework for teaching and assessment; | 7 | |
| (d) To deliver an updated, opened, reliable, transparent, and frequent communication (e.g. phone, email, institutional website, and questions & answers sessions), reassuring students and staff (e.g. analyse their emotional and psychological distress and improve their motivation and engagement); | 4 | |
| (e) To introduce in learning curriculum COVID-19 topics (e.g. prevention and adoption of personal protective equipment), preparing students for safe clinical experiences | 5 | |
| Educators | (a) To create effective (e.g. avoid slides heavily text-based and prefer images and animations) and efficient teaching sessions (e.g. summarise learning objectives and lessons no excessively long), capable of ensuring a high quality of digital education in terms of consistency and structure of the course; | 3 |
| (b) To adopt digital methods of teaching (e.g. online) aligned with students’ learning style, implementing both synchronous (e.g. livestream discussion, teleconferencing, webinars, and real-time lectures) and asynchronous (e.g. links for reading, short quiz, e-learning platform, case studies, recorded lectures, and animations) tools, facilitating questions & answers with students; | 3 | |
| (c) To offer alternative practice education both clinically and laboratory-based, sharing with students digitally the management of patients in virtual rooms (e.g. history taking, physical examination, decision-making, therapy administration, physiotherapy program, teleconsultation and telerehabilitation; and video clinical vignettes) providing feedback and guidance; | 5 | |
| (d) To use sophisticated evaluation systems (e.g. randomised questions and “live” examinations), aligning tools with educational contents delivered during digital education; | 6 | |
| (e) To implement collaborations and learning among peers activating digitally small groups of work with different levels of complexity (e.g. team-based learning, small group case-based or problem-based learning) supporting different types of interactions (e.g. encouraging “live” discussion and chat conversation; sharing laptop screens, resources, papers and notes); | 4 | |
| (f) To be trained in order to develop new skills and competencies aimed at offering qualitative digital education regarding teaching and assessment (e.g. lifelong learning) | 7 | |
| Researchers | (a) To run studies on effectiveness of digital education with high methodological quality (e.g. large sample size, validated and homogeneous outcomes measures), including the point of view of students and educators (e.g. satisfaction, experience, and strength and weakness); | 1–7 |
| (b) To perform research at an international level, involving all the different world regions (e.g. Asia Western Pacific, Africa, North America Caribbean, South America, and Europe), including students from all university levels (from 1st year to PhD), considering education with different backgrounds (e.g. novice and experts); | 1–7 | |
| (c) To implement investigation on virtual reality technologies (e.g. digital, immersive, augmented environments), involving visual and haptic feedback useful for the development of different competences (e.g. clinical reasoning, hands-on skills, and therapeutic relationship); | 1–7 | |
| (d) To measure the effects of digital education, including analyses at multiple levels (e.g. pedagogical, organisational, cost-effectiveness, and well-being/social); | 1–7 | |
| (e) To consider long-term outcomes of digital education, analysing its future impact on clinical performance (e.g. during practice education) and choice of professional career (e.g. work in inpatients or outpatient setting) | 1–7 | |
| Students | (a) To report any specific learning disabilities (e.g. dysgraphia, dyslexia, and dyscalculia), impairments (e.g. low vision and hearing loss), or other neurodevelopment disorders (e.g. communication disabilities and attention-deficit/hyperactivity disorders), threatening the learning process and outcomes through the use of digital education; | 1 |
| (b) To collaborate in the quality improvement processes based upon surveys (e.g. local, national, and international), where the collections of data are aimed at monitoring the implementation and the outcomes of digital education in physiotherapy; | 1,2 | |
| (c) To inquire about university initiatives aimed at providing free guidance tools for the use of digital education (e.g. Power Point presentation, documents, and video), facilitating their overall learning; | 3,4 | |
| (d) To act as a self-direct learner by searching for resources aimed at discovering new frontiers of digital education (e.g. podcasts, blogs, webinars, virtual journal club, high-quality YouTube™ videos, and massive open online courses), developing new skills useful both for their current training and for their lifelong learning; | 3,4 | |
| (e) To create and nurture a community network among peers and with students from other universities using chat and social media (e.g. Facebook™, Twitter™, and Instagram™), sharing experiences about the strengths and limitations of digital education as well as starting to act as a future community of physiotherapists |
COVID-19 coronavirus disease 2019, PhD doctor of philosophy, 1 social inequality and digital divide, 2 financial cost, 3 misalignment of teaching style and learning material, 4 lack of the physical learning settings and resources 5 absence of practice education 6 superficiality of students’ evaluation, 7 workload required to prepare digital teaching