Case-Based Learning: Interactive Learning Through .

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Case-Based Learning:Interactive Learning throughIntegrated E-Module TechnologyShaun Grammer, M.S., PA-CAnnie Wildermuth, MMS, PA-C, EM CAQ, RDShaun Horak, DMSc, PA-C

Introductions Session type: Focused Discussion Area of focus: Integrating Technology into the LearningExperience Presenters: Shaun Grammer, M.S., PA-C Annie Wildermuth, MMS, PA-C, EM CAQ, RD Shaun Horak, DMSc, PA-C

Objectives Describe the components of an e-learning module. Discuss implementation strategies for e-learning ina PA program curriculum. Describe cost-effective strategies to development ofinteractive e-learning modules. Describe the steps to developing an e-learningmodule.

OverviewWhat is an e-module?10 – 15 minute e-learning platform that has nomore than one or two learning concepts andincorporates a blend of teaching andassessment tools that may include video clips,direct instruction, gaming elements and socialmedia.

E-Learning ModuleConstruction Tips Include learning objectivesFrequent quizzing or interactive learning checksShort & chunkedProceeds logically with clear instructionsVisually appealingADA compliantReferences & citations

E-learning Scorecard Available online – UNMC E-learning Lab (unmc.edu/elearning)Assesses: Method & practice of education Instructional design

Accessibility Audio & video should have transcript & closedcaptioning All pictures, charts, graphs should have textdescription Content contains actual text Multiple methods used to convey information This iscorrect Links use descriptive text unmc.edu/elearning Good Click Here Poor

UNMC PA E-Module UtilizationType 1: Traditional and self-directed Accessible online Self-paced, completed independently Examples: Interviewer training, specific clinical competencyType 2: Interactive and facilitated Link provided Paced with instruction Example: Problem-Based Learning (PBL)

Traditional & Self-Directed:Interviewer Training

Interactive & facilitated

PBL E-module Integration Traditional, paper word-document casesDevelopment of an e-module PBL templateMerged traditional with e-moduleStrung together “chunks” of case (HPI, differential,etc.) With faculty facilitation, students complete e-modulePBL

Electronic Transition

eLearninghttp://webmedia.unmc.edu/eLearning open/CAHP/Meyer/healthcare reform primer/story html5.html

Self Administered

Modules

Healthcare Reform

Chunks and Checks

Articulate Global

Development:Cost & logisticsPLANNINGIMPLEMENTATIONREVISIONS

PlanningAvailableTechnologyCostFaculty Interestand ExpertiseCurriculumDevelopment

ImplementationTemplate DesignCase ContentMultimedia ResourcesTime RequirementsFaculty TrainingDelivery to Students

RevisionsRevisionsStudent andFaculty EvaluationsModifications and RevisionsCourseAssessment Data

Conclusion E-Learning Module Type 1: Traditional and self-directed Type 2: Interactive and facilitated

References1. Kamin C. Student's perceptions of a virtual PBL experience. Academic medicine.11/2002;77(11):1161.2. Nathoo AN. Evaluation of an interactive case-based online network (ICON) in a problembased learning environment. Advances in health sciences education : theory and practice.08/2005;10(3):215-230. doi: 10.1007/s10459-005-7851-3.3. Kim K. Evaluation of an e-PBL model to promote individual reasoning. Medical teacher.2013;35(3):e978-e983. doi: 10.3109/0142159X.2012.717185.4. Jauregui J. A novel approach to medical student peer-assisted learning through case-basedsimulations. The western journal of emergency medicine. 01/2018:193-197. doi:10.5811/westjem.2017.10.35319.5. Holland JC. Undergraduate medical students’ usage and perceptions of anatomical casebased learning: Comparison of facilitated small group discussions and eLearningresources. Anatomical sciences education. 10/2018. doi: 10.1002/ase.1824.6. UNMC E-Learning Module Scorecard. (n.d.). Retrieved /project-development/UNMC ELearning Module Scorecard.pdf

10 –15 minute e-learning platform that has no more than one or two learning concepts and incorporates a blend of teaching and assessment tools that may include video clips, direct instruction, gaming elements and social media.

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