| Literature DB >> 35676882 |
Jie Ming Nigel Fong1, Li Ping Marianne Tsang2, Nigel Choon Kiat Tan3, Daniel Salcedo4, Kevin Tan3.
Abstract
Online large-group teaching (OLGT), employed to reach a large group of learners in separate physical locations, allows asynchronous learning and facilitates social distancing. While online large-groups can be a powerful and resource-lean means of health professions education, it has challenges and potential pitfalls that may affect the learning process and outcomes. Through a sociomateriality framework, this article describes strategies for effective online large-group teaching in health professions education in three key strands. Firstly, to optimize learning, OLGT sessions should match learning needs with appropriate OLGT platforms, incorporate strategies to sustain learner attention, and accommodate learners of different abilities. Secondly, to develop a learning culture, OLGT must not only focus on cognitive aspects of learning but also build a community of practice, nurture digital professionalism and professional identity. Thirdly, we discuss the avoidance of pitfalls such as cognitive overload of both tutors and learners, technical issues and security risks, mitigating inequities in access to online learning, and the use of program evaluation to plan for sustained improvements. We conclude with a case vignette that discusses the challenges of OLGT and the application of the above strategies in a teaching scenario.Entities:
Keywords: E-learning; Large-group teaching; Online learning; Sociomateriality; Webinar
Mesh:
Year: 2022 PMID: 35676882 PMCID: PMC9178262 DOI: 10.3946/kjme.2022.227
Source DB: PubMed Journal: Korean J Med Educ ISSN: 2005-727X
Fig. 1.Schematic Illustration of Online Large-Group Health Professions Education from a Sociomateriality Viewpoint
How does large group online health professions education take place? (A) Didactic model: one-way information flow from teacher to learner. (B) Interactive model: two-way interactions between teacher & learners through use of elements such as polls and quizzes. (C) Sociomateriality model: learning characterized by complex interactions between learners, teacher, materials and environments.
Online Large-Group Education Modalities and Platforms
| Modality (examples of platforms) | Advantages | Disadvantages | |
|---|---|---|---|
| Synchronous | Web conference (Zoom Video Communications, Cisco WebEx, Google Meet, etc.) | Live teacher-learner interaction; ability to organize break-out rooms for small-group discussion. | Requires stable and fast web connection. |
| Text-based live discussion | Particularly useful in cultural contexts where learners are less vocal on video, but more disinhibited over text [ | Discussion can go off-topic, teacher unable to control the discussion. | |
| Synchronous or asynchronous | Multi-user digital experiences and virtual worlds (Second Life) | Rich learner-learner interactions. Potential for ‘virtual’ experiential learning, role-play, or simulation. | The virtual world may pose distractions. |
| Asynchronous | |||
| Least interactive | Recorded lecture/video | Familiar to most teachers; easy to create. | Learner attention may not be sustained. |
| Digital chalk-talk video (Khan Academy) | Cogent presentation of words and images alongside speech; accessibility to millennial learners [ | Requires careful storyboarding & custom recording process. | |
| Voice-annotated PowerPoint | Ability to embed interactive elements (e.g., quizzes) to sustain interaction. | More effort to create than a lecture recording. | |
| Interactive app/site (NEJM Interactive Medical Case) | Facilitates active learning by having learners make clinical reasoning or decision commitments. | Content creation is challenging and requires a specialized IT team. | |
| Most interactive | Online discussion board | Allows non-scripted learner responses and extended discussions. | Requires constant teacher input; learners may not participate. |
NEJM: New England Journal of Medicine, IT: Information technology.
Adapting Active and Deep Learning Strategies to Online Platforms
| Example of active or deep learning strategy | Implementation on a synchronous platform | Implementation on an asynchronous platform |
|---|---|---|
| Elaborative interrogation: activate relevant prior knowledge to aid integration and retention of new information [ | Have learners ‘warm-up’ by sharing what they already know about a topic. | Begin material by posing questions that trigger recall or reflection on prior experience. |
| Problem/case-based learning: drive learning and application through solving a real clinical problem [ | Pose clinical problems which learners discuss in breakout rooms. | Frame the teaching topic as a clinical encounter; conclude by providing a worked answer. |
| Test-enhanced learning: practice retrieval to improve long-term retention [ | Create quizzes using the audience poll function; set mini-tasks (e.g., ‘write out your admission orders’). | Embed interactive questions in voice-annotated PowerPoint or interactive material. |
| Provide timely and specific feedback and identify areas for improvement [ | Results of live quizzes enable teachers to address misconceptions and tailor feedback to the learners’ understanding. | Provide feedback on interactive questions including explanations of incorrect options. |
Examples of Effective and Ineffective Behavioral Engagement Strategies
| Synchronous | Asynchronous | |
|---|---|---|
| Effective strategy | - Use of spaced breaks; check understanding, and clarifying doubts at intervals [ | - Interactive elements, e.g., quizzes with an explanation of answers |
| - Breakout discussions, e.g., Buzz groups, Think-Pair-Share [ | - Improving the usability of electronic material to encourage participation [ | |
| - Live polls and post-session quizzes [ | - Positive feedback and incentives for participation [ | |
| - Gamification [ | - Self-directed learning activities [ | |
| Ineffective strategy | - Purely didactic lecture | - Excessive, distracting animations, or interactive gimmicks without educational value. |
| - Engaging only a subset of learners (e.g., in an interprofessional setting addressing only one profession). | - Redundant information, e.g., visuals explained in both audio and text [ |
Fig. 2.Example of a Simplified Input-Process-Output Model