Development and pilot of Case Manager: a virtual-patient experience for veterinary students

J Vet Med Educ. 2014 Autumn;41(3):225-32. doi: 10.3138/jvme.1113-151R1.

Abstract

There is an increasing demand in veterinary education to engage students, teach and reinforce clinical reasoning, and provide access anytime/anywhere to quality learning opportunities. In addition, accrediting bodies are asking for more concrete documentation of essential clinical-skills outcomes. Unfortunately, during the clinical year in a referral hospital setting, students are at the mercy of chance regarding the types of cases they will encounter and the opportunities they will have to participate. Patient- and case-simulation technology is becoming more popular as a way to achieve these objectives in human and veterinary medical education. Many of the current options available to the veterinary medical education community to develop virtual-patient cases are too time-consuming, cost prohibitive, or difficult for the instructor or learner to use. In response, we developed a learning tool, Case Manager, which is low-cost and user-friendly. Case Manager was designed to meet the demands of veterinary education by providing students with an opportunity to cultivate clinical reasoning skills and allowing for real-time student feedback. We launched a pilot test with 37 senior veterinary medical students as part of their Small Animal Internal Medicine clinical rotation. Students reported that Case Manager increased their engagement with the material, improved diagnostic and problem-solving skills, and broadened their exposure to a variety of cases. In addition, students felt that Case Manager was superior to a more traditional, less interactive case presentation format.

Keywords: case simulation; case-based learning; educational technology; real-time feedback; virtual patient.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Animals
  • Clinical Competence
  • Computer-Assisted Instruction / methods*
  • Education, Veterinary / methods*
  • Learning
  • Problem Solving
  • Students, Health Occupations