Clinical Skills Development in the Virtual Learning Environment: Adapting to a New World

Clinical Skills Development in the Virtual Learning Environment: Adapting to a New World

Erini S. Serag-Bolos, Liza Barbarello Andrews, Jennifer Beall, Kelly A. Lempicki, Aimon C. Miranda, Carol Motycka, Chelsea Phillips Renfro, Brittany L. Riley, Chasity M. Shelton, Deepti Vyas, Kimberly Won
DOI: 10.4018/978-1-7998-7623-6.ch012
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Abstract

The rapid transition to distance learning in response to the unexpected SARS-CoV-2/COVID-19 pandemic led to disruption of clinical skills development, which are typically conducted face-to-face. Consequently, faculty adapted their courses, using a multitude of active learning modalities, to meet student learning objectives in the didactic and experiential settings. Strategies and considerations to implement innovative delivery methods and address potential challenges are elucidated. Furthermore, integration of a layered learning approach may allow for more broad perspectives and allow additional interactions and feedback, which is especially necessary in the virtual environment.
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Background

Health professional degrees culminate in licensure exams, which are required for clinicians to enter the workforce. Respective accreditation bodies provide guidance to ensure that graduates are practice-ready. While programmatic structure varies among disciplines and programs in course format, duration, schedule, faculty model, and number of campuses served, a common thread is the use of active learning and simulation to enhance critical thinking and develop hands-on clinical skills in various settings (Bonwell & Eisen, 1991). The scope of this chapter encompasses various health professions that require training in clinical, technical, and communication skills including athletic training, audiology, dentistry, medicine, nursing, pharmacy, physical therapy, physician assistant, and social work.

Accredited programs require satisfactory completion of a minimum number of clinical hours to ensure that graduates are practice-ready in real-world settings. However, the different accreditation bodies that guide various health disciplines define and quantify simulation in various ways (Table 1). The COVID-19 pandemic has posed multiple challenges that require adjustment, necessitating faculty to become ever more resourceful to rapidly adapt to virtual learning. From a faculty perspective, the amount of time needed to modify existing course materials for the virtual learning environment represented an unexpected expansion of the faculty workload. The ability to involve adjunct faculty members in this process remotely has been advantageous in increasing their involvement in the didactic setting. Students have shared that many feel overwhelmed, disengaged, and lack a sense of community with virtual learning. These factors should be taken under consideration by faculty when reformatting courses and focusing on clinical skills development.

Key Terms in this Chapter

Telehealth: Use of technology to connect health professionals with patients in remote or distance locations.

Gamification: A form of pedagogy that integrates game design to meet learning outcomes.

Standardized/Simulated Patient (SP): A person trained to portray a character or role within a scenario in a repeatable manner.

Layered Learning: A teaching strategy that utilizes underclassmen, upperclassmen, and post-graduate students or trainees who learn from one another’s experience under the supervision of a seasoned practitioner.

Simulation: An encounter or environment that replicates a scenario within a controlled learning environment; followed by self-reflection and debrief.

Experiential Education: Immersive learning that occurs in the real-life setting to augment didactic instruction.

Augmented Reality (AR): A form of computerized technology imaging that allows for overlay of a visual aid to enhance the live environment.

Manikin: Full or partial-size body simulator to depict physiologic response in high-fidelity simulations.

Virtual Reality (VR): A form of three-dimensional (3D) technology that resembles a real-life setting, enabling the user to be fully immersed within the environment.

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