Empowering students to bridge basic and clinical sciences by creating innovative optometric tools

IF 5.2 1区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Medical Education Pub Date : 2025-02-19 DOI:10.1111/medu.15622
Tsz Wing Leung
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Abstract

Medical education often positions students as ‘users’ rather than ‘developers’ of tools and technologies. This reliance on external manufacturers can stifle innovation and limit the ability to create solutions tailored to specific patient needs. This challenge is particularly pronounced in optometry education, especially when teaching binocular vision therapy. Students must learn about various ocular motor control disorders and corresponding vision training strategies, but existing tools often have limitations and fail to address the diverse needs of patients, particularly children. To address this, we implemented an innovative teaching activity in which students became ‘developers’ to create novel binocular vision training tools. This approach reinforces fundamental basic science knowledge,1 such as understanding how the visual system integrates images from both eyes—crucial for developing effective therapies for conditions like lazy eye, squint and other ocular motor disorders. This project represents a new activity within our optometry program, effectively bridging the gap between basic science and clinical application.

Forty six 4-year optometry students (the year in our 5-year program dedicated to clinical binocular vision) were tasked with developing effective and engaging binocular vision training tools. The project began with a collaboration with our University's Industrial Center, where students received an introduction to 3D printing and laser cutting. After gaining familiarity with these technologies, students reviewed existing binocular vision training tools and discussed their limitations. Throughout the semester, clinical faculty specializing in binocular vision therapy mentored students, providing guidance and feedback on their designs and prototypes. The semester culminated in a mini-exhibition where students showcased their prototypes to clinical and academic staff. This event fostered significant student engagement, with students actively presenting and testing each other's creations. This approach, emphasizing the integration of basic science principles with clinical applications, created a highly interactive and practical learning experience.

This project resulted in eight novel prototypes. One notable example is a 3D board game designed to improve binocular vision. The game utilizes red-green anaglyph glasses. Against a white background, the eye looking through the red filter perceives only green targets, while the eye looking through the green filter perceives only red targets. This interactive game design compels patients to use both eyes, thus strengthening the ‘lazy eye’. While health care practitioners are not traditionally trained as developers, this pedagogical shift empowered students to think innovatively, consider patient needs and solidify their foundational knowledge.

Survey data revealed strong student agreement that the project enhanced their understanding of the link between basic and clinical sciences. Student feedback was overwhelmingly positive. One student commented, ‘The project on creating new vision therapy tools was incredibly helpful for my learning, as it required a deep understanding of the underlying principles’. Another student enthusiastically recommended, ‘Please continue this project next year! It's very meaningful and encourages creative thinking’. This educational strategy holds significant promise for adaptation across various medical disciplines, offering an interactive and effective method for reinforcing basic science knowledge and its practical application in clinical settings.

Tsz Wing Leung was responsible for the conception, design and implementation of the project. He also led the data collection, data analysis and manuscript writing.

None.

This project does not require ethical approval.

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通过创造创新的验光工具,使学生能够跨越基础科学和临床科学。
医学教育往往把学生定位为工具和技术的“使用者”,而不是“开发者”。这种对外部制造商的依赖可能会扼杀创新,并限制针对特定患者需求制定解决方案的能力。这一挑战在验光教育中尤其明显,尤其是在双目视觉治疗教学中。学生必须了解各种眼运动控制障碍和相应的视觉训练策略,但现有的工具往往有局限性,不能满足患者,特别是儿童的多样化需求。为了解决这个问题,我们实施了一项创新的教学活动,让学生成为“开发者”,创造新的双目视觉训练工具。这种方法强化了基本的基础科学知识,例如了解视觉系统如何整合来自两只眼睛的图像,这对于开发有效治疗弱视、斜视和其他眼运动障碍等疾病至关重要。这个项目代表了我们验光项目的一个新活动,有效地弥合了基础科学和临床应用之间的差距。46名四年制视光专业的学生(这一年是我们5年项目中专门研究临床双目视觉的一年)被要求开发有效且引人入胜的双目视觉培训工具。该项目始于与我们大学工业中心的合作,在那里学生们接受了3D打印和激光切割的介绍。在熟悉了这些技术之后,学生们回顾了现有的双目视觉训练工具,并讨论了它们的局限性。整个学期,专门从事双目视觉治疗的临床教师指导学生,对他们的设计和原型提供指导和反馈。在一个小型展览中,学生们向临床和学术人员展示了他们的原型。这个活动促进了学生的积极参与,学生们积极地展示和测试彼此的创作。这种方法强调将基础科学原理与临床应用相结合,创造了高度互动和实用的学习体验。这个项目产生了八个新颖的原型。一个显著的例子是一款旨在改善双目视觉的3D棋盘游戏。游戏使用红绿立体玻璃。在白色背景下,通过红色滤光片的眼睛只看到绿色目标,而通过绿色滤光片的眼睛只看到红色目标。这种互动游戏设计迫使患者使用两只眼睛,从而加强了“弱视”。虽然传统上医疗保健从业人员并不是作为开发人员接受培训的,但这种教学方式的转变使学生能够创新地思考,考虑患者的需求并巩固他们的基础知识。调查数据显示,学生们强烈认为该项目增强了他们对基础科学与临床科学之间联系的理解。学生们的反馈非常积极。一名学生评论道:“创造新的视力治疗工具的项目对我的学习非常有帮助,因为它需要对基本原理有深刻的理解。”另一名学生热情地建议:“明年请继续这个项目!”这非常有意义,并鼓励创造性思维。”这一教育战略为各种医学学科的适应提供了巨大的希望,为加强基础科学知识及其在临床环境中的实际应用提供了一种互动和有效的方法。蔡永良负责构思、设计及实施这项计划。他还领导了数据收集、数据分析和论文撰写。无。
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来源期刊
Medical Education
Medical Education 医学-卫生保健
CiteScore
8.40
自引率
10.00%
发文量
279
审稿时长
4-8 weeks
期刊介绍: Medical Education seeks to be the pre-eminent journal in the field of education for health care professionals, and publishes material of the highest quality, reflecting world wide or provocative issues and perspectives. The journal welcomes high quality papers on all aspects of health professional education including; -undergraduate education -postgraduate training -continuing professional development -interprofessional education
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