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Several writers have attempted to analyse the different types of knowledge that
professionals use in their work. Eraut (1 994), for example, argues that professionals use three types of knowledge: propositional, personal and process knowledge.
For the purposes of this article, we will concentrate on just two of his categories:
propositional knowledge and process knowledge.
Acquisition of propositional knowledge
This comprises the facts, theories and concepts derived from subjects and disci-
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section, it should require the user to recall and rehearse any prior learning to which
the new material needs to be related.
A computer program works by linking together small parcels of code into longer
and more complex strings or units. So courseware can quite easily be designed to
break down difficult topics into small, manageable steps, carefully sequenced so
that they lead the learner from the simple to the complex, or from an understanding of how separate systems work to an understanding of how they interact with
one another.
Multimedia applications should be programmed to provide formative feedback
to the student both to motivate and to build up the learners understanding of the
strengths and weaknesses in his or her knowledge acquisition so far. It can also
incorporate summative assessments and gradings which can contribute towards
course marks.
It is normal for applications to incorporate features to help the students when
they get stuck, and suggestions on study skills that will enable the learner to get
the most out of the application.
One of the more powerful features of instructional design, the teaching of
concepts deductively, is also worth looking for. Multimedia applications should
present learners with a clear definition of the new rule, category, principle or
concept and then show many examples of that rule to reinforce its acquisition in
the mind of the learner. It is even better if the program also shows the learner
negative examples of what the category does not cover so that its boundaries are
firmly established. If deductive instruction is followed with an exercise using an
observe and identify format, or a compare and contrast format, the acquisition
of the concept is more likely to be consolidated. (The visual databases behind
multimedia applications are large enough to hold the many examples needed for
this approach.)
If the courseware includes knowledge of complex objects then one would expect
the application to allow the learner to see a three-dimensional representation of
that object and to rotate or manipulate the image. Similarly, with knowledge of
systems, one would look for a combination of computer graphics and video to
explain how the system functions dynamically. It is very difficult to do this with
conventional media and it certainly helps learners if they can visualise the phenomenon as well as read or hear about its properties.
Finally, one would look for the inclusion of diagnostic tests at certain points in
the learning sequence. Performance at these points should then determine how the
user is routed through the next stage of the application or indeed back through a
remedial loop if that is appropriate. The same approach can be taken with a
problem-solving application using the profile of a users decisions at certain points
as the basis for branching and routeing. (The if-then logic of programming
languages is exactly what is needed to achieve this design feature.)
While there are clearly some useful design features which can be incorporated in
multimedia courseware to improve the acquisition of propositional knowledge,
there are also some limitations which evaluators need to be aware of (see Figure
3).
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a particular users response has not been anticipated, or if the user has an
unforeseen profile of decisions on a simulation, the program will not be able to
create a new category of feedback or find a unique route through the material for
the learner.
This leads to a deeper point. It is much easier to plan a structure for the material
to be covered than to design good interactivity for the learner. By interactivity one
does not mean the number of mouse clicks per minute required by the simulation.
One means the quality of the dialogue that is possible between the individual
learner and the application. Good interactivity requires the designers to model the
learner in some way. And modelling a learner is enormously difficult. It means
taking into account partially correct knowledge, misconceptions, inadequately
differentiated concepts, half-understood theories and deeply held intuitive understandings of phenomena which happen to be wrong. This is where, of course, good
human teachers come into their own precisely because they are able to elicit what
a learner knows uniquely, and can differentiate their explanations in individually
tailored ways.
The lack of flexibility in the design of a multimedia application can be a
hindrance in other ways. For example, sometimes the designers have, without
knowing it, favoured one type of learning style or problem-solving strategy in the
way that the material has been structured. Learners with a different predominant
style may be disadvantaged and will learn sub-optimally. By no means everyone,
for example, likes to learn in the step-by-step, serial manner. Some prefer to get
a holistic feel for the topic. Then again, if you are an able learner you may get
frustrated if you cannot control your own pacing and sequencing through the
material. On the other hand, if you are a weak learner you need much more
structuring from the program so that you cannot skip over the conceptually
difficult sections. It is rare, however, to find an application which starts by
diagnosing a users preferred learning style, or optimum level of control, and then
presents the material on an appropriately differentiated basis.
Now that we have looked at what multimedia applications can and cannot do for
acquiring propositional knowledge, we need to examine their role in helping
students achieve that deeper level of understanding in which the knowledge
becomes personally meaningful and can be applied in practice. Here too courseware has something to offer and there are features which evaluators should look for
(see Figure 4). For example, evaluators should expect to find analogue or digitized
video segments which allow students to see in practice what they have just learned
as propositional knowledge.
Nascent understanding can also be reinforced if the user is placed in a realistic
simulation of practice, based on video segments, and required to make decisions
or solve problems, drawing on subject knowledge and integrating it to do so.
Deep learning can be facilitated if the courseware has been designed so that
learners are required to generate their own explanations, definitions or categories
inductively, through observation and analysis of several cases presented on the
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screen. The learner should then be asked to check hisher understanding against
the views of others, including experts, which have been recorded on the database.
Even more powerfully, multimedia applications can be designed as what are
called microworlds which model the interaction of variables in a system or
situation. In high-quality courseware, learners are given control over the variables,
their strength, duration, valency etc., so that they can predict, test and refine their
understanding of causal relationships. This is a good way of challenging learners
misconceptions, forcing them to construct new mental models which better
account for the results they see in the microworld simulation.
Finally, it is possible to use multimedia applications as databases and ask
students to design appropriate research projects or investigations using particular
methodologies to do so. This can teach the student quite a lot about the
characteristic ways that a discipline creates new knowledge, its tests for truth, and
the way it handles evidence. As an added bonus, exposure to such applications
may also allow a student to get some idea of the essential complementarity of the
characteristics of human thought-its hunches, intuition, common-sense checks
on possible explanations of results and so on-and the characteristics of the
powerful computational tools now available on computer platforms-for example
the performance of complex and sophisticated statistical calculations, low error
rate on repeated operations, or three-dimensional modelling (Macfarlane, 1990).
Once again, though, there are limitations to what multimedia applications can
accomplish in facilitating personally meaningful learning (see Figure 5). Two in
particular stand out.
First, because of the underlying structure of computer programming, one often
finds that multimedia simulations of real practice seem too neat and tidy. There
is a profound sense in which they are contrived. Users cannot opt for solutions that
have not occurred to the designers; the range of decisions is strictly predetermined.
This may limit the extent to which users can transfer their learning from the
multimedia application to the ward, clinic or surgery.
The same criticism can sometimes be applied to multimedia applications
designed for student research projects. For example, knowledge creation in the
sciences is often messy, ambiguous, full of dead-ends and U-turns. Yet programmers seem unable to resist the temptation of designing the application to
follow the order of research publications, an order which tends artificially to tidy
up the research process.
The second reservation is this. As one would expect from a computer platform,
Contrived, artificial nature of practice simulation
Tidying up of research process
Difficulty in coping with non-algorithmic material
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microworlds and simulations work best when the subject-matter has an underlying
mathematical or algorithmic base to it. In other words, when the relationship
between variables can be precisely described and predicted. This is non-problematic for some parts of the medical curriculum. But it is not so good for others. For
example, when it comes to modelling the interaction of ethical and moral issues,
or historical causation, there are rather few underlying, consistent and therefore
programmable rules.
Based on Erauts (1994) work, the following can be seen as part of process
knowledge:
knowing how to collect information, data and evidence;
knowing how to do things (skilled behaviour);
being able to plan, evaluate, make decisions and solve problems;
being able to communicate appropriately in different professional contexts.
Multimedia applications can offer some assistance here.
There are clearly some particular ways of collecting information in medicine,
such as taking and recording comprehensive case histories which can be assisted by
practice on (interactive) video sequences of real and simulated patients. Meanwhile the existence of large audio and visual databases can increase the competence of users in very specific ways such as listening to heartbeats or observing
micro-organisms under magnification. Exposure to multiple examples can help
students to develop pattern recognition which in turn should help them in
diagnosis of real patients.
Meanwhile real-time footage of events in casualty or in the operating theatre can
be replayed many times and under slow motion or frame-by-frame commands to
build students competence in spotting and noting significant features, changes or
events. Training in how to observe should thereby be facilitated.
This brings us to the subcategory of skilled behaviour which would encompass
the GMCs list of basic clinical procedures such as basic and advanced life support
and venepuncture. Skilled behaviour is quite difficult to define-not least because
experienced practitioners act intuitively, processing much information from the
situation they are dealing with at a smart, pre-conscious level. So skilled behaviour
is usually associated with complex sequences of action that have become spontaneous and automatic, beyond the influence of conscious, explicit thought and
control (Broadbent, 1993; Boreham, 1994). It is clearly necessary for the practitioner to develop this routinized way of working in order to cope with the
pressures of professional life, but modelling such behaviour to the novice through
a multimedia application may not help the novice that much. There may be
intermediate developmental stages through which the novice has to pass which do
not allow short cuts. It is, however, worth flagging here that the next generation
of multimedia applications-applications which make use of of intelligent mannequins or of virtual reality-may be able to speed up the process of acquiring
basic clinical procedures by giving students concentrated preliminary practice, with
high-quality feedback, before they have a go on real patients.
That brings us to deliberative thinking: the conscious planning, forward reasoning, evaluating and decision making which lie at the heart of some at least of a
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doctors work. We know that deliberative thinking does not occur from propositional knowledge alone. It depends on a knowledge of contexts and past cases that
is built up from experience (Patel & Groen, 1986; Allen & Bordage, 1987).
Indeed, two studies (Patel et al., 1988; Patel et al., 1990) concluded that (propositional) knowledge of the basic sciences and the more practical clinical knowledge
form two separate domains in memory with their own individual structures and
that the clinical knowledge cannot be embedded into the basic science knowledge
structure (although the reverse may be possible). Further, Eraut (1994) among
others makes the point that what characterizes deliberative thinking in a profession
such as medicine is that there is frequently no one correct answer or a guaranteed
road to success: propositional knowledge usually provides only partial help.
Problem solving in medicine may not follow a neat, rational and logical pattern
and indeed the hypothetico-deductive approach to clinical reasoning has been
shown to be a weak model to adopt (Feltovich & Barrows, 1984; Groen & Patel,
1985). More frequently the professional is dealing with uncertainty about outcomes, insufficient information from the context, time constraints, and the
requirement to involve others in the decision-making process.
Can multimedia applications help here? As described above, multimedia simulations can put the learners into an apparently real situation using video footage,
requiring them to make decisions against time constraints and see immediately the
consequences of those decisions. The narrative can unfold in different ways
according to the decisions made at the branching points. T o this extent multimedia courseware can be a good practising ground for real-life deliberative thinking.
It should also be possible to design a simulation that forces users to draw on their
basic science knowledge in order to tackle the problem presented. Multimedia
courseware may in fact be better able to forge such links systematically and
thoroughly than the rather serendipitous experience of on-the-ward teaching.
But the danger, as also identified before, is that because of the demands of
programming, the simulation is built on an implicit hypothesis-test-hypothesistest chain which imposes an artificial dynamic on the learning experience and
unfortunately represents the weakest of the models of clinical reasoning. There is
often a further irritation in simulations, also caused by the requirements of
program branching. It is this. The scenario stops periodically and gives the user a
predetermined list of alternative actions to take. However, in real life, part of the
skill of the practitioner is precisely in knowing when to intervene and what the
realistic choices are. In real life, there is no deus ex machina to say decide now; this
is your list of options.
There is one further major problem with this type of application which impacts
on its effectiveness in developing appropriate communication skills: the user is not
truly a variable in the scenario that is unfolding. The user interacts through a
mouse click, text entry, touch screen or occasionally by voice command. But the
program cannot take into account the non-verbal aspects of communication, the
way that a patient will react quite differently to medical staff with different
personalities, tones of voice, appearance, age, gender, race and so on, let alone to
doctors or nurses of different perceived status. Similarly, the courseware can only
show fellow professionals reacting to the results of a users multiple-choice
decision. One can argue that this is a very crude approximation of how communication in a team or group actually occurs and that it does not give a feel for how
communication shapes behaviour continuously. So there is not a true modelling in
Schmidt et al.
Novice
Elaborated causal
networks
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Advanced beginner
Competent performer
Proficient
Expert
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Conclusions
Returning to the three questions posed in the introduction we are now in a
position to put forward some answers.
(1) The fact that multimedia applications are based on the discipline of computer
programming can be a strength in the teaching of propositional knowledge,
but imposes some limits on their value in developing process knowledge.
(2) There is a plausible case for using multimedia applications to speed up the
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Notes on contributors
MADELEINE J. ATKINS is Head of the Department of Education, University of
Newcastle, Newcastle-upon-Tyne.
C. OHALLORAN is in the Regional Postgraduate Institute for Medicine and
Dentistry at the University of Newcastle, Newcastle-upon-Tyne.
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