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      Lernen mit digitalen Medien in der Notfallmedizin – ein Pfad durch den Dschungel der Möglichkeiten Translated title: Learning with digital media in emergency medicine—a path through the jungle of possibilities

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          Abstract

          Hintergrund

          Digitale Medien, wie Podcasts, Wikis, E‑Portfolios und Extended-Reality-Anwendungen, bieten hervorragende Lernmöglichkeiten mit einem hohen Grad an Vernetzung und Flexibilität für die Lernenden, aber auch für Lernbegleitende. Dies ermöglicht nicht nur ortsunabhängiges und pandemieresilientes Lernen, sondern auch ein hohes Maß an Autonomie der Lernenden. Der Megatrend der Digitalisierung eröffnet vielfältige Möglichkeiten, aber auch Stolpersteine und Grenzen.

          Zielsetzung

          Dieser Beitrag soll Lesenden aus den Bereichen Notfallmedizin, Rettungsdienst und (Notfall‑)Pflege einen Überblick, Denkanstöße und Hinweise auf mögliche Stolpersteine geben. Dabei ist ein Spagat zwischen Didaktik und Medizin sowie dem heterogenen Adressatenkreis der Leserschaft notwendig.

          Methoden

          Mittels eines narrativen Reviews wird eine Einschätzung digitaler Medien vorgenommen. Die Medien werden einer Bewertung aus Sicht der Bildungspraxis unterzogen.

          Ergebnisse und Schlussfolgerung

          Lernen verändert sich nicht nur durch neue Lerntechnologien, sondern auch durch die wachsende Bedeutung des informellen Lernens, die zunehmende Bedeutung des schnellen Zugriffs auf qualitativ hochwertiges Wissen, sich schneller verändernde Berufsbiografien und den Einsatz digitaler Universalwerkzeuge. So ist im Dschungel der Möglichkeiten eine Einschätzung wissenschaftlicher Qualitätskriterien oft schwierig und eine differenzierte Betrachtung notwendig. Grundsätzlich ist die Frage nach den geeigneten Methoden zu stellen. Es muss kritisch hinterfragt werden, ob die Lern‑/Kompetenzziele mit den geplanten digitalisierten Medien erreicht werden können. Digitale Medien können und sollen die praktische Ausbildung in der Arbeitsrealität nicht ersetzen.

          Translated abstract

          Background

          Digital media, such as podcasts, wikis, ePortfolios, and extended reality applications, provide excellent learning opportunities with a high degree of connectivity and flexibility for learners, as well as for learning facilitators. This not only enables location-independent and pandemic-resilient learning, but also a high degree of autonomy for the learners. The megatrend of digitalization opens up many possibilities, but there are also stumbling blocks and limitations.

          Objectives

          This article is intended to provide readers in the emergency medicine/rescue field with an overview, various aspects to consider, and awareness of stumbling blocks. However, a balancing act between didactics and medicine as well as the heterogeneous group of addressees is necessary.

          Methods

          By means of a narrative review, an assessment of digital media is made and subjected to an evaluation from the perspective of educational practice.

          Conclusion

          Learning is not only changing due to new learning technologies, but also due to the growing importance of informal learning, the increasing significance of the ability to quickly access high-quality knowledge, faster-changing professional biographies, and the use of digital universal tools. Thus, in the jungle of possibilities, an estimation of scientific quality criteria is often difficult and a differentiated consideration is necessary. Basically, the question of appropriate methods must be asked and it must be critically questioned whether the learning/competency objectives can be achieved with the planned digitalized media. Digital media cannot and should not replace practical training in the workplace.

          Related collections

          Most cited references37

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          Systematic review of serious games for medical education and surgical skills training.

          The application of digital games for training medical professionals is on the rise. So-called 'serious' games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current serious games for training medical professionals and to evaluate the validity testing of such games. PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria. A total of 25 articles were identified, describing a total of 30 serious games. The games were divided into two categories: those developed for specific educational purposes (17) and commercial games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and serious games. Six serious games were identified that had a process of validation. Of these six, three games were developed for team training in critical care and triage, and three were commercially available games applied to train laparoscopic psychomotor skills. None of the serious games had completed a full validation process for the purpose of use. Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula. Copyright © 2012 British Journal of Surgery Society Ltd. Published by John Wiley & Sons, Ltd.
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            Will media influence learning? Reframing the debate

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              Is Open Access

              Fear of missing out (FOMO): overview, theoretical underpinnings, and literature review on relations with severity of negative affectivity and problematic technology use

              This article discusses the fear of missing out (FOMO) on rewarding experiences, an important psychological construct in contemporary times. We present an overview of the FOMO construct and its operational definition and measurement. Then, we review recent empirical research on FOMO’s relationship with levels of online social engagement, problematic technology and internet communication use, negative affectivity, and sociodemographic variables. Additionally, we discuss theoretical conceptualizations regarding possible causes of FOMO and how FOMO may drive problematic internet technology use. Finally, we discuss future directions for the empirical study of FOMO.
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                Author and article information

                Contributors
                christian.elsenbast@iese.fraunhofer.de
                Journal
                Notf Rett Med
                Notf Rett Med
                Notfall & Rettungsmedizin
                Springer Medizin (Heidelberg )
                1434-6222
                1436-0578
                2 December 2021
                : 1-9
                Affiliations
                [1 ]GRID grid.469863.6, ISNI 0000 0001 0775 7098, Fraunhofer-Institut für Experimentelles Software Engineering IESE, Digital Healthcare, ; Fraunhofer-Platz 1, 67663 Kaiserslautern, Deutschland
                [2 ]Malteser Hilfsdienst gemeinnützige GmbH, Bildungszentrum HRS, Wetzlar, Deutschland
                Author notes
                [Redaktion]

                J. Breckwoldt, Zürich

                C. Dodt, München

                Article
                957
                10.1007/s10049-021-00957-y
                8637524
                4efb6129-5da4-4819-90df-8f8ad46eaaa6
                © The Author(s), under exclusive licence to Springer Medizin Verlag GmbH, ein Teil von Springer Nature 2021

                This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.

                History
                : 6 September 2021
                Categories
                Leitthema

                digitales lernen,bildungstechnologie,fort- und weiterbildung,virtuelle realität,medienkompetenz,learning, digital,educational technology,education, medical, continuing,virtual reality,media literacy

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