THE UNIVERSITY of EDINBURGH

DEGREE REGULATIONS & PROGRAMMES OF STUDY 2017/2018

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DRPS : Course Catalogue : Edinburgh Medical School : Medical Education

Postgraduate Course: Clinical Education and Digital Culture (MEED11024)

Course Outline
SchoolEdinburgh Medical School CollegeCollege of Medicine and Veterinary Medicine
Credit level (Normal year taken)SCQF Level 11 (Postgraduate)
Course typeOnline Distance Learning AvailabilityNot available to visiting students
SCQF Credits20 ECTS Credits10
SummaryThis course helps participants to gain critical awareness of technology's contribution to the learning, teaching and training environment (eLearning) and invites reflection and evaluation of what it means to be a clinical educator and practitioner within a highly digitalised culture (digital professionalism).

The overarching approach will be to frame questions currently relevant within the general domain of study and invite critical engagement, reflection and considered response through tutorials, discussion boards and a blog. This dialogic approach is in keeping with a need to respond to emerging issues as well as aligning with and providing experience of recent developments in digital education. As such, tutorials will be expected to run as group discussions with debate around issues relevant to the lecture, rather than a Q & A session with the lecturer.

See Syllabus for more information on topics covered.
Course description 1. Web 2.0 (social media, federated content, student-created learning environments, data ownership).
2. The Open Web (Open source, open educational resources, OpenData, equality and accessibility).
3. "Politics of technology" an introduction to some of the technology-related agendas that clinical educators deal with, such as service provision and commercialisation, issues of affordances and technological determinism.
4. Media literacy - digital footprints, digital professionalism, data protection, appraisal of sources, information overload, digital natives discourse.
5. Contemporary education - what skills and team makeup are required.
6. Game Based and Game Informed Learning (strategies for engagement, the role of narrative, balancing immersion, interactivity and engagement)
7. The Virtual and the Real (simulation, virtual patients, what can and cannot, should and should not be mediated online).
8. The Future (emerging technologies and trends, mobile technology, wearable technology, point of care assistance, eHealth, the memory prosthesis debate, student/patient expectations, rights and self-management).


This course helps participants to gain critical awareness of technology's contribution to the learning, teaching and training environment (eLearning) and invites reflection and evaluation of what it means to be a clinical educator and practitioner within a highly digitalised culture (digital professionalism).
Entry Requirements (not applicable to Visiting Students)
Pre-requisites Co-requisites
Prohibited Combinations Other requirements None
Course Delivery Information
Not being delivered
Learning Outcomes
On completion of this course, the student will be able to:
  1. Critically evaluate the potential implications of digital technology on workplace culture and education in clinical settings.
  2. Design effective technologically-mediated educational interventions.
  3. Use digital media to enhance their professional profile as a clinical educator.
Reading List
1. Shirky, C. Here comes everybody.
2. Begg, M., et al. (2010). Logos and Mythos: the political dilemmas of web 2.0 in an accreditation-driven educational environment. Digital differences: perspectives on online education. R. Land and S. Bayne, Sense.
3. Erman and Shauf (1997). Computers, Ethics and Society
4. Janet Murray (1998). Hamlet on the Holodeck: The Future of Narrative in Cyberspace.
5. Fawns, T. (2014). Lessons from personal photography: the digital disruption of selectivity and reflection. Techtrends.
6. Ryan, M-L. (2001). Narrative as Virtual Reality
7. Gee, J. P. (2007). What Videogames can tell us about learning and literacy
8. Begg, M. (2007). Leveraging Game Informed Learning in Higher Education. Medical Teacher 30(2): 155-158.
9. Shield, R. (2003). The virtual.
Additional Information
Graduate Attributes and Skills Not entered
KeywordseLearning,digital professionalism,social media,web 2.0,game-based learning,technology
Contacts
Course organiserDr Tim Fawns
Tel: 0131 242 6536
Email: T.Fawns@ed.ac.uk
Course secretaryMrs Debbie Spence
Tel: (0131 6)51 6536
Email: Debbie.Spence@ed.ac.uk
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