Virtual Learning Tools: Exploring the How, What, When, and For What Purpose
Global pandemic conditions forced rapid adjustments to medical education across training from pre-clinical coursework through residency didactics and clinical case conferences. Many curricular adaptations occurred on short notice and with limited preparation or skill development for those delivering content. Often, in-person lectures were simply shifted to online platforms or recorded, which left learners feeling less engaged. Learners were also frustrated by the technical difficulties experienced when interacting with instructors (1,2). "Zoom fatigue" was quickly coined. (3,4) Just as quickly, a plethora of platforms developed innovative spaces to improve the virtual learning experience and facilitate group interactions. Moreover, individuals began to implement teach-the-teacher sessions, often virtual, to introduce platforms and the functionalities that an educator might use with each product. At best, busy clinical educators were often left to independently explore products, learn functionality, and identify which product would best service the content being delivered. Thus, leaving the technological possibilities to trial and error, if clinician educators attempted using the tools at all - given competing demands or perceptions of being unable to learn new technology.
For this session, participants will engage with new teaching technologies in a safe-space. In small groups, participants will explore readily available e-learning tools for group interaction, assess technologies for alignment with varied educational goals, and investigate creative adaptations of commonly used technologies. The workshop team will act as sources of information and support as participants engage with technology to sample content.
For this session, participants will engage with new teaching technologies in a safe-space. In small groups, participants will explore readily available e-learning tools for group interaction, assess technologies for alignment with varied educational goals, and investigate creative adaptations of commonly used technologies. The workshop team will act as sources of information and support as participants engage with technology to sample content.