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Competency-Based Medical Education Overview

The document outlines the concept of competencies in medical education, emphasizing a competency-based approach that integrates knowledge, skills, and attitudes. It details various learning outcomes, teaching methods, and assessment strategies, including interactive learning, role play, and problem-based learning. The goal is to prepare students for professional practice by bridging the gap between academic training and real-world application through diverse educational techniques.

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0% found this document useful (0 votes)
15 views3 pages

Competency-Based Medical Education Overview

The document outlines the concept of competencies in medical education, emphasizing a competency-based approach that integrates knowledge, skills, and attitudes. It details various learning outcomes, teaching methods, and assessment strategies, including interactive learning, role play, and problem-based learning. The goal is to prepare students for professional practice by bridging the gap between academic training and real-world application through diverse educational techniques.

Uploaded by

goreyana03
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Competencies are the observable abilities of a person, integrating

knowledge and skills, as well as core values and belief in their performance Competency grid matrix
of tasks’ WHO 2020-4
Competency-based education has been defined as an outcome based • LO (Theoretical, observational, practical, assessment, management etc)
approach to design, implement, assess, and evaluate a medical education • Domains of learning for each LO (K, S, A)
program using an organizing framework of competencies. • Level of proficiency for each domain of learning (K, KH, S, SH, D)
• TL method for each LO
• Program outcome is what the student is expected to know and would
be able to do at the time of graduation;
relates to Knowledge, Skill and Attitude, and based on Vision, and • Competency in assessment and clinical reasoning
also mission of the Institution/ University/ Department. • Competency in developing plan of care
• Course Outcomes are those skills and competencies which the learner • Competency in Physiotherapeutic competency
will be able to demonstrate after learning the course/subject year-wise and • Competency in Affective domain
semester wise
• PT competencies as per syllabus

SLO
Didactic vs IL ( organ models, 3D videos) Learning styles
ECE Assignment Reflective diaries Visual,
SDL Auditory
Tutorial (SG), Seminar (LG), SGD, Buzz groups , OMP
Kinaesthetic
Practical demo, DOAP (testing of apparatus,) Demonstration on patient,
Bedside clinic, Standardised patient
R,W
PBL, Case base learning reduce the gap between academic training and professional practice. Verbal
Simulation/ SC Social
Role play Solitary
• Video / Structured educational video- SEV (VARK questionnaire)
• Project describe preventive measures of disability in individual and community
• Visit to UHC / PHC (CBR strategies)
• Community survey/ group projects

Interactive learning
• involves actively engaging students in the learning process through
collaboration, discussion, and hands-on activities
• Reduce passive learning
• Teacher controlled / learner controlled
• Technological integration
• Humor
• Improves critical thinking
• students - adaptable and flexible towards ever-changing demands

Large group- cost effective, core concept- flipped classroom


Learning styles- Visual, Auditory, kinaesthetic

1
Buzz grp
• Icebreaker prior to a module
SGD
• May be academic topic based on prior reading
8-10 individuals with facilitator,
• May b a Non academic topic related to students life recorder
• In between 5 mins of silent individual note taking time Each gets chance to opine so each
• Less than 30 secs oneshould be committed
No dominance
Time bound
TPS cooperative discussion sumarise
• Provoking Question,
• Pair up with neighboring students
• Share with class

Role play Games and simulation


• Enact clinical scenario challenge, motivate, and inspire
• Valuable in exploring communication students.
and attitudes Examples of gamification in learning include:
• verbal expression skills • Timed challenges
• Experiment in safe environment • Classroom leaderboards
• transfer of learning from classroom • Points and award-based incentives
to real world (stickers, badges, etc.)
• Debriefing session • Judged contests, debates
• Students may hijack session • Competitive challenges

Simulations OMP
• Story based, escape room sessions,
• teaching tool which includes micro teaching skills to guide the
• Computer-based manikins student preceptor encounter
low fidelity / high fidelity manikins, • Used in clinical settings where time is a constraint
healthcare board games ,Virtual reality • Restricted to teaching one or two general principles
• Immediate feedback is given
• Entire activities duration is around five minutes

Get a commitment - Probe for supportive evidence -Teach general rule


- Reinforce what was done right -Correct mistakes

2
DOAP- Demonstrate Observe Assist Perform
PBL
 critical thinking,
problem-solving,
communication, and
collaborative skills
 revolves around four
types of learning
principles:
constructive, self-
directed, collaborative,
and contextual

CBL
• guided enquiry approach
• teacher plays a vital role in the preparation of the case based
problem, organizing the CBL session under her guidance and
providing constructive and relevant information during the
sessions.
• Students are the speakers and presenters.
• form of learning, which involves a clinical case, a problem or
question to be solved, and a stated set of learning objectives with a
measured outcome.
• CBL is effective for students who have already acquired
foundational knowledge,

ECE
• Students understand basic science from an applicative perspective
• Provides authentic human contact- patient and relatives
• Introduction to humanities in medicine
• Not to prepone conventional clinical teaching
• Setting, Topic, ECE through: (actual patient/ video) Goal: Expected
Competency: 1 or 2. Objectives 3-4 ,
• Learning Experiences
[Link] and instruction to students,
[Link] to clinical context and Discussion,
[Link] and conclusion
[Link]
[Link]

Common questions

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Technological integration in interactive learning provides advantages such as enhanced student engagement, personalized learning experiences, and improved access to diverse educational resources. However, it may also pose challenges like potential over-reliance on technology, required adaptation by instructors, and accessibility issues for students without technological resources. Effective balance and support are crucial for successful implementation .

Role-playing and simulation-based learning enhance understanding by providing realistic scenarios where students can experiment and communicate in a safe environment. They help transfer classroom learning to real-world applications. Debriefing sessions follow to consolidate learning, ensuring students grasp verbal skills and attitudes crucial to clinical practice .

Exposure to actual patients or simulations during early clinical exposure provides authentic human contact and contextual learning opportunities. It introduces humanities in medicine, helping students understand the applicability of basic sciences in real-world clinical settings. Such experiences improve communication skills and enable early identification of professional responsibilities, bridging the gap between theory and practice .

Competency assessment in medical education is crucial for developing clinical reasoning and care planning skills. It involves evaluating students through various methods like competency grids for learning objectives, ensuring they meet proficiency levels across cognitive and affective domains. This systematic assessment helps students apply theoretical knowledge in practical scenarios like developing care plans and making evidence-based clinical decisions .

Learning styles significantly influence the effectiveness of instructional methods. Visual, auditory, kinesthetic, and social preferences affect how students absorb and process information. Instructional methods aligned with these styles, like using VARK models or flipped classrooms, can enhance comprehension and retention. However, rigid adherence may limit student exposure to diverse learning experiences, underscoring the need for balanced approaches in educational strategies .

Competency-based education frameworks integrate knowledge, skills, and core values into observable abilities, focusing on outcome-based teaching. These frameworks are designed to assure that students possess specific competencies at graduation, aligning with the institution's vision and mission. Students are expected to develop knowledge, skills, and attitudes through competency grids and learning objectives, which include theoretical, practical, and observational learning, among others. Programs are tailored to blend academic training with professional practice .

Interactive learning actively engages students through collaboration, discussion, and hands-on activities, reducing passive learning and fostering critical thinking and adaptability. It is implemented by integrating technology, using humor, and varying learning control between teacher and student. Methods include flipped classrooms and problem-based learning where students work collaboratively and solve real-world problems .

PBL focuses on developing critical thinking, problem-solving, and collaborative skills with self-directed, contextual learning. Conversely, CBL involves guided enquiry using specific clinical cases, relying heavily on teacher direction for preparation and delivery. While PBL fosters independent learning from diverse challenges, CBL is structured to reinforce learned concepts through teacher-guided clinical problem-solving .

A competency grid matrix benefits medical education by providing a structured framework to align learning objectives with expected outcomes, integrating theoretical and practical learning. It facilitates tailored program design, enabling targeted assessment of students' knowledge, skills, and attitudes. However, challenges include the complexity of accurately measuring competencies and ensuring consistent interpretation across diverse educational settings .

Gamification in education involves using elements like timed challenges, leaderboards, and reward systems (e.g., points, badges) to increase motivation and engagement among students. It creates a competitive yet enjoyable learning atmosphere that encourages students to participate actively, therefore enhancing their overall learning experience by providing immediate feedback and stimulating critical thinking .

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