scholarly journals Learner’s Role in Medical Education: Narrative Review

2016 ◽  
Vol 9 (1) ◽  
pp. 247-251
Author(s):  
SHAHRAM YAZDANI ◽  
MALIHEH ARAB ◽  
BEHNAZ GHAVAMI
2020 ◽  
Vol 6 (1) ◽  
pp. 31-46
Author(s):  
Vignesh Ramachandran ◽  
Asad Loya ◽  
Kevin P. Shah ◽  
Shreya Goyal ◽  
Esha A. Hansoti ◽  
...  

2021 ◽  
Vol 11 (5-S) ◽  
pp. 164-166
Author(s):  
Citra Aulia Bachtiar ◽  
Eighty Mardiyan Kurniawati ◽  
Hermanto Tri Juwono ◽  
Budi Utomo ◽  
Nur Anisah Rahmawati

COVID-19 is a pandemic that has spread in various countries. The health care system in hospitals is burdened with widespread infections and health problems. In addition, educational aspects, especially obstetrics and gynecology education, have problems in clinical practice. This study reviews the role of the learning media in supporting the competence of resident doctors in specialist education for obstetrics and gynecology. Narrative review is done by reviewing some literature that explores the use of media in supporting medical education competencies. The search was performed using MeSH keywords in the PubMed, Google Scholar and ScienceDirect databases. The literature used is research conducted in the last 5 years. The collected data is then arranged in a narrative manner. The challenges experienced in medical resident education, especially the focus on obstetrics and gynecology during the COVID-19 pandemic, have become a consideration for the need for innovative media so that learning can run as usual. All aspects need to ensure quality education for resident doctors because they will continue to provide health services in the future. Keywords: Maternal health, COVID-19, Media, Obstetrics and gynecology


10.2196/30325 ◽  
2021 ◽  
Vol 4 (2) ◽  
pp. e30325
Author(s):  
Mindy D Szeto ◽  
Daniel Strock ◽  
Jarett Anderson ◽  
Torunn E Sivesind ◽  
Victoria M Vorwald ◽  
...  

Background Game-based approaches, or gamification, are popular learning strategies in medical education for health care providers and patients alike. Gamification has taken the form of serious educational games and simulations to enable learners to rehearse skills and knowledge in a safe environment. Dermatology learners in particular may benefit from gamification methods, given the visual and procedural nature of the field. Objective This narrative review surveys current applications of gamification within general medical training, in the education of dermatology students, and in dermatology patient outreach. Methods A literature search was performed using PubMed, Google Scholar, and ResearchGate to access and review relevant medical education- and dermatology-related gamification studies published in peer-reviewed journals. Two independent researchers with education and experience in dermatology screened publications to select studies featuring a diversity of gamification approaches and study subjects for in-depth examination. Results A total of 6 general medical education–related and 7 dermatology-specific gamification studies were selected. Gamification generally increased motivation and engagement, improved reinforcement of learning objectives, and contributed to more enjoyable and positive educational experiences compared to traditional modes of instruction. Enhancing examination scores, building confidence, and developing stronger team dynamics were additional benefits for medical trainees. Despite the abundance of gamification studies in general medical education, comparatively few instances were specific to dermatology learning, although large organizations such as the American Academy of Dermatology have begun to implement these strategies nationally. Gamification may also a provide promising alternative means of diversifying patient education and outreach methods, especially for self-identification of malignant melanoma. Conclusions Serious games and simulations in general medical education have successfully increased learner motivation, enjoyment, and performance. In limited preliminary studies, gamified approaches to dermatology-specific medical education enhanced diagnostic accuracy and interest in the field. Game-based interventions in patient-focused educational pilot studies surrounding melanoma detection demonstrated similar efficacy and knowledge benefits. However, small study participant numbers and large variability in outcome measures may indicate decreased generalizability of findings regarding the current impact of gamification approaches, and further investigation in this area is warranted. Additionally, some relevant studies may have been omitted by the simplified literature search strategy of this narrative review. This could be expanded upon in a secondary systematic review of gamified educational platforms.


2019 ◽  
Vol 24 (1) ◽  
pp. 1558657 ◽  
Author(s):  
Neha Mukunda ◽  
Nazanin Moghbeli ◽  
Adam Rizzo ◽  
Suzannah Niepold ◽  
Barbara Bassett ◽  
...  

2016 ◽  
Vol 8 (2) ◽  
pp. 156-164 ◽  
Author(s):  
Karen E. Hauer ◽  
Olle ten Cate ◽  
Christy K. Boscardin ◽  
William Iobst ◽  
Eric S. Holmboe ◽  
...  

ABSTRACT  The expectation for graduate medical education programs to ensure that trainees are progressing toward competence for unsupervised practice prompted requirements for a committee to make decisions regarding residents' progress, termed a clinical competency committee (CCC). The literature on the composition of these committees and how they share information and render decisions can inform the work of CCCs by highlighting vulnerabilities and best practices.Background  We conducted a narrative review of the literature on group decision making that can help characterize the work of CCCs, including how they are populated and how they use information.Objective  English language studies of group decision making in medical education, psychology, and organizational behavior were used.Methods  The results highlighted 2 major themes. Group member composition showcased the value placed on the complementarity of members' experience and lessons they had learned about performance review through their teaching and committee work. Group processes revealed strengths and limitations in groups' understanding of their work, leader role, and information-sharing procedures. Time pressure was a threat to the quality of group work.Results  Implications of the findings include the risks for committees that arise with homogeneous membership, limitations to available resident performance information, and processes that arise through experience rather than deriving from a well-articulated purpose of their work. Recommendations are presented to maximize the effectiveness of CCC processes, including their membership and access to, and interpretation of, information to yield evidence-based, well-reasoned judgments.Conclusions


Sign in / Sign up

Export Citation Format

Share Document