My vision for the future of healthcare education includes evidence-based, technology driven pedagogy that relies heavily on self-directed, self-paced learning and peer-to-peer interaction. Learning modules based upon gaming technology maintain a great deal of the interactivity of mannequin-based simulation with the added benefits of scalability, distributability, and personalization. In addition games-based learning allows us to augment reality (e.g. speed up or slow down time, add visual cues in the environment, etc.) as well as collect and analyze every choice, action, or interaction made in the computerized environment. Analysis of the data sets generated by each learner or aggregates of learners, through an emerging field called learning analytics, will allow us to focus limited resources on those that truly need help. Through real-time dashboards, learners who are struggling can be redirected to their peers who "get it" (much like Khan Academy) or be targeted for direct facilitator tutoring--a much more scalable and efficient solution than anything available today.
Resource intensive methods of teaching (e.g. mannequin-based learning, or team-based learning) will not be eliminated, but instead will be reserved for critical times (such as capstone exercises, psychomotor, or "soft" skills). Ultimately, learners will participate in blended learning--optimized for efficiency and efficacy through the lens of learning analytics.