1. TERMS USED IN THE PUBLIC OFFER AGREEMENT AND WHEN PROVIDING SERVICES
The first block of our terminology will deal with the concepts of e-education:
1.1. “Content” means the Contractor’s intellectual deliverables, including texts, articles, presentations, templates, lectures, public speaking, speeches; audiovisual works, video courses, audio recordings, images, marks for goods and services, business names and trade names, logotypes; hypertext links, fragments of the same, information, and other items posted on the Contractor’s Website, to which access is provided for the Customer as a result of the provision of Services under the Agreement.
1.2. “Distance learning” means a form of transfer of and control of the acquisition of the knowledge using a synchronous and asynchronous format and remote communication technologies.
1.3. “Asynchronous learning” means a training method where the contact between the teacher and the student is carried out with a time delay. The electronic resources used to support asynchronous learning include email, electronic mailing lists, e-courses, conferencing systems, electronic tests, virtual training systems, internet forums, wikis, blogs, podcasts, and screencasts.
1.4. “Synchronous learning” means a training method where the teacher interacts with the students in real-time and which can be implemented via various modes of interaction: students can receive information, work with it independently or in groups, and discuss it with other participants and teachers. The electronic resources used to support synchronous learning are the same as for asynchronous learning.
1.5. “Discipline” means a subject of study, a certain range of knowledge and skills, usually in terms of content includes basic information on any science which is provided as part of the education system.
1.6. “Electronic course” is a format of asynchronous distance learning that combines text, images, video, infographics, interactive tasks and exercises, tests, and is a structured material on a particular topic that solves specific learning tasks.
1.7. “E-learning” is learning utilizing electronic technologies to access enduring educational content at a time convenient to a learner. In most cases, it refers to a course or program delivered completely online. It should utilize modern available IT options.
1.8. “An e-learning module” is a part of an educational program in which several subjects and courses are studied, provided as e-learning materials, which provides for the mandatory independent work of the student.
1.9. “Live educational event (LEE)” is a meeting/event, the primary purpose of which is the provision of educational material of a medical nature to medical specialists, with the aim that they will achieve educational benefit. It requires the presence of a participant on the event’s site or telepresence when an event takes place. Each form of presence/participation requires a robust mechanism allowing confirmation of participation. By extension, live webinars are considered LEEs.
1.10 “A webinar” is a live online educational presentation during which participation by viewers can be confirmed and they can submit questions and answers. The recording of a live educational event made available online after the event has taken place is not considered as a LEE. The recording however may be considered as an e-learning material if it complies with the criteria for the accreditation of e-learning materials.
1.11. “Blended learning” is an educational program that combines obligatory participation in a LEE and completion of an associated e-learning component.
1.12. “Educational e-platform” is an integrated set of interactive online services that provide a community of learners and facilitators with information, tools and resources to support the delivery and management of teaching and learning activities.
2. TERMS USED WHEN PROVIDING SERVICES:
The second block of our terminology will relate to concepts specific to the e-learning simulation platform:
1.14. “Clinical case simulator” means a presentation of a clinical case as a computer simulation of a clinical situation with the presentation of data of laboratory and instrumental research methods, theoretical data on a particular nosology, international clinical guidelines, interactive simulators, interactivity, test simulators, logically built into the structure of a clinical case, with a branched structure, various locations and which imitates a computer game with a full immersion in a clinical diagnostic task.
1.15. “Standardized patient” means a person who has a disease or does not have it, trained to behave like a real patient to show certain complaints, symptoms or problems (clinical situation) in the same standardized way to make the assessment of students objective during the unified state qualification examination. The participation of a person as a standardized patient in the provision of services is voluntary and does not imply the disclosure of any medical secrecy related to a person’s health.
1.16. “Standardized clinical case” means a clinical case built on the principle of a standardized patient and simulating a clinical case (clinical task) according to a given clinical scenario, and as a rule, reflecting a standard clinical situation.
1.17. “Clinical situation simulation” means a creation of a computer simulation of a clinical situation with minimal or no visualizing data of clinical investigations, or a clinical situation that is artificially simulated, based on classical concepts in nosology and without any real clinical case/patient as a prototype.
1.18. “Rare clinical case” means a clinical case of a rare clinical situation, which, as a rule, reflects a non-standard clinical situation, complexity of differential diagnostic and provision of medical aid.
1.19. “Practical skill simulator” means a creation of a computer simulation for practical skill-building on a particular topic of the discipline, which can be based on a combination of materials from additional methods of examining several or more patients, as well as a variety of clinical tasks for skills-building in diagnosing and treating a particular nosology.
1.20. “Interactive analysis of a clinical case” means a presentation of a clinical case as a step-by-step analysis of a clinical situation with the presentation of data of laboratory and instrumental research methods, theoretical data on a particular nosology, international clinical guidelines, interactivity, and test simulators.
And also in this block it will be correct to discuss levels of complexity of simulation trainings in a platform.
- level 1
- level 2
- level 3
1.21. Interactive practical training is the presentation of a certain number of clinical cases, united by one topic, generalized into a single training to reveal the practical aspects of a particular problem, which allows you to work out a certain direction of medical knowledge in a virtual environment.
1.22 “Simulators complexity (training process) level 1” means no branching involved, a solution to one problem, no locations or one/several locations, and a short period of time (up to half an hour).
1.23. “Simulators complexity (training process) level 2” means a branching involved, a complex solution to one problem, one or several locations, and a training time in the simulator lasting from one hour to several hours.
1.24. “Simulators complexity (training process) level 3” means a comprehensive approach to the consideration of clinical guidelines with regard to a clinical case, more than two locations, and a training time in the simulator lasting several hours.
Also in the learning process the user will encounter the following terms used in the platform:
2.1. The Global Electronic Database of Clinical Cases “ClinCaseQuest” means a web resource at https://clincasequest.hospital/ which is an international project in the area of medical education (undergraduate, postgraduate), implemented as a virtual platform for simulation training, which is hosted on the Internet and contains clinical cases simulations (standardized, rare and severe clinical cases) and other simulators (clinical situations and practical skills simulators, interactive analysis of clinical cases), as well as electronic courses.
2.2. “Information and educational space” means an environment where the interaction between all participants in the educational process is arranged and where storage and exchange of various educational information are carried out using modern information and communication technologies.
2.3. “Training duration” means the period during which the Contractor is obliged under the terms of the Agreement to provide the Customer with access to training materials, as part of the provision of services paid by the Customer. The training duration is equal to the time for the provision of services specified in the Public Offer Agreement.
2.4. “Evidence-based medicine” means a scientific medicine based on the evidence, an approach to medical practice where decisions on the use of preventive, diagnostic and therapeutic measures are made based on the available evidence of effectiveness and safety of the same, and such evidence is searched, compared, generalized, and disseminated for use in the interests of patients.
2.5. “Clinical guidelines” means documents that are systematically developed to support decision-making by the medical practitioner and patient to provide adequate medical care in a specific clinical situation.
2.6. “Undergraduate medical education” means training in medical higher educational institutions, training of doctors and nurses in accordance with state educational standards. These standards contain requirements for the mandatory minimum content and level of training of a graduate in all medical specialties.
2.7. “Postgraduate medical education” means training of doctors in an internship with a specialization acquired.
2.8. “Continuing medical education” means an educational process that makes it possible for healthcare professionals to update and improve their professional knowledge and skills throughout their professional careers.
2.9. Continuing Professional Development (CPD) – Continuing professional development for physicians means all types of professional development activities that occur after obtaining a specialist qualification. It includes many forms of education and training that allow individual physicians to maintain and improve standards of medical practice through the development of knowledge, skills, attitudes and behaviors.
2.10. “Gamification” means the use of game approaches, which are widely used in computer games, for non-game processes, which makes it possible to increase the involvement of participants in the handling of applied problems.
2.11. “Webquest” for the purpose of pedagogy means a problematic task with elements of a role-playing game, for which the information resources of the Internet are used.
2.12. “Branching” means a clinical simulation tool that is used to create educational interactive dilemmas, complex game training scenarios with interactive content with choices determining the further course of training is determined.
2.13. “Conversational simulators” means an interactive exercise that simulates conversation and helps to create different scenarios.
2.14. “Social learning” – the process of forming knowledge, skills and abilities of constructive interaction with people at the interpersonal and social levels, aimed at achieving various, socially significant goals.
2.15. “Group training” – training in a group under the supervision of a facilitator/coordinator.
2.16. “Problem-based learning” – a system of teaching methods and tools, which is based on modeling a real creative process by creating a problem situation and managing the search for a solution to the problem.
2.17. “Social network of the platform” – a network of platform for all registered participants of the platform for communication, exchange of experience, appeal to colleagues for advice, discussion of complex clinical cases, helping each other, reducing medical errors, recreation, training, dating.