Devices Used at Medical Colleges for Education and Training
Medical colleges commonly use simulation technology, including full-body computerized mannequins, task trainers, standardized patients, automated external defibrillators (AEDs), and CPR feedback devices for educational and training purposes. 1
Primary Educational Devices
Simulation Technology
Medical simulation encompasses a spectrum of devices ranging from low to high fidelity 1:
- Full-body computerized mannequins with sophisticated physiologic features that respond to pharmacologic and mechanical interventions are widely used in undergraduate and graduate medical education 1
- Task trainers (such as arms for phlebotomy practice) provide focused skill development for specific procedures 1
- Standardized patients (live persons trained to portray patients with various conditions) have decades of evidence demonstrating high effectiveness for medical education and evaluation 1
- Anatomical models for static task training provide foundational learning 1
CPR Training Devices
CPR feedback devices should be incorporated into resuscitation training, as they improve compression rate, depth, and recoil compared to training without feedback. 1
- Corrective feedback devices provide visual displays of CPR quality metrics (e.g., compression depth) and have demonstrated improved skill retention at 7 days to 3 months after training 1
- Prompt devices (metronomes) provide auditory cues for compression rate 1
- Six of eight studies showed improved CPR skill performance at course completion when feedback devices were used 1
AED Training Equipment
AEDs are essential training devices in medical colleges, as they are simple to use and can be operated effectively even by minimally trained individuals. 1
- AEDs provide voice prompts and visual cues to guide users through defibrillation steps 1
- Training primarily requires cognitive knowledge rather than extensive psychomotor skills 1
- Healthcare professionals including nurses and physiotherapists can use AEDs effectively with relatively minimal training 2, 3
Emerging Technologies
Virtual Reality and Gamified Learning
Virtual reality (VR) and gamified learning may be considered for basic or advanced life support training in medical colleges. 1
- VR creates computer-generated three-dimensional interfaces with spatial presence 1
- Gamified learning includes leaderboards and serious games designed around resuscitation topics 1
- Studies show mixed results, with some demonstrating improved knowledge acquisition and retention, though no studies showed negative impacts 1
Video-Based Learning
Videos are widely used educational tools in medical colleges 1:
- Videotapes increase comprehension among learners with varying literacy levels 1
- Culturally tailored videos employing characters matching learners' ethnic backgrounds improve both cognitive and emotional engagement 1
- Video instruction combined with hands-on practice shows equivalent outcomes to traditional instructor-led courses for CPR training 1
Key Implementation Principles
Simulation effectiveness depends critically on proper integration into curriculum, competent faculty providing feedback, and deliberate practice opportunities. 1
- Debriefing after simulation is essential—without it, learners are unlikely to improve nontechnical skills, decision-making, situational awareness, and team coordination 1
- Medical simulation complements but does not replace real patient-care experiences 1
- Skills practice sessions are essential components—"cognitive-only" training without psychomotor practice consistently fails to achieve acceptable proficiency levels 1
Common Pitfalls
- Insufficient practice time: The level of CPR proficiency is directly related to the amount of time provided for skills practice during training 1
- Inadequate retraining frequency: BLS skills decay rapidly, with deterioration occurring as early as 3 months after initial training, yet standard retraining occurs only every 2 years 1
- Lack of feedback: Visual assessment of CPR quality by instructors is neither reliable nor accurate, making objective feedback devices particularly valuable 1