1
|
Aster A, Hütt C, Morton C, Flitton M, Laupichler MC, Raupach T. Development and evaluation of an emergency department serious game for undergraduate medical students. BMC MEDICAL EDUCATION 2024; 24:1061. [PMID: 39334151 PMCID: PMC11438422 DOI: 10.1186/s12909-024-06056-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Accepted: 09/19/2024] [Indexed: 09/30/2024]
Abstract
BACKGROUND Serious games are risk-free environments training various medical competencies, such as clinical reasoning, without endangering patients' safety. Furthermore, serious games provide a context for training situations with unpredictable outcomes. Training these competencies is particularly important for healthcare professionals in emergency medicine. METHODS Based on these considerations, we designed, implemented, and evaluated a serious game in form of an emergency department, containing the features of a virtual patient generator, a chatbot for medical history taking with self-formulated questions, artificially generated faces based on an artificial intelligence algorithm, and feedback for students. The development process was based on an already existing framework resulting in an iterative procedure between development and evaluation. The serious game was evaluated using the System Usability Scale and the User Experience Questionnaire. RESULTS The System Usability Scale provided a substantial result for the usability. In terms of the user experience, four scales yielded positive results, whereas two scales yielded neutral results. CONCLUSION The evaluation of both usability and user experience yielded overall positive results, while simultaneously identifying potential areas for improvement. Further studies will address the implementation of additional game design elements, and testing student learning outcome.
Collapse
Affiliation(s)
- Alexandra Aster
- Institute of Medical Education, University Hospital Bonn, Venusberg-Campus 1, 53127, Bonn, Germany.
| | - Christopher Hütt
- Institute of Medical Education, University Hospital Bonn, Venusberg-Campus 1, 53127, Bonn, Germany
- Department of Anesthesiology and Intensive Care Medicine, University Hospital Bonn, Bonn, Germany
| | | | | | - Matthias Carl Laupichler
- Institute of Medical Education, University Hospital Bonn, Venusberg-Campus 1, 53127, Bonn, Germany
| | - Tobias Raupach
- Institute of Medical Education, University Hospital Bonn, Venusberg-Campus 1, 53127, Bonn, Germany
| |
Collapse
|
2
|
Zhu S, Li Z, Sun Y, Kong L, Yin M, Yong Q, Gao Y. A Serious Game for Enhancing Rescue Reasoning Skills in Tactical Combat Casualty Care: Development and Deployment Study. JMIR Form Res 2024; 8:e50817. [PMID: 39133911 PMCID: PMC11347892 DOI: 10.2196/50817] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/13/2023] [Revised: 12/15/2023] [Accepted: 05/31/2024] [Indexed: 08/30/2024] Open
Abstract
BACKGROUND Serious games (SGs) have emerged as engaging and instructional digital simulation tools that are increasingly being used for military medical training. SGs are often compared with traditional media in terms of learning outcomes, but it remains unclear which of the 2 options is more efficient and better accepted in the process of knowledge acquisition. OBJECTIVE This study aimed to create and test a scenario-based system suitable for enhancing rescue reasoning skills in tactical combat casualty care. METHODS To evaluate the effectiveness of the SGs, a randomized, observational, comparative trial was conducted. A total of 148 members from mobile medical logistics teams were recruited for training. Pre- and posttraining assessments were conducted using 2 different formats: a video-based online course (n=78) and a game simulation (n=70). We designed 3 evaluation instruments based on the first 2 levels of the Kirkpatrick model (reaction and learning) to measure trainees' satisfaction, knowledge proficiency, and self-confidence. RESULTS There were 4 elements that made up the learning path for the SGs: microcourses (video-based online courses), self-test, game simulation, and record query. The knowledge test scores in both groups were significantly higher after the intervention (t154=-6.010 and t138=-7.867, respectively; P<.001). For 5 simulation cases, the average operation time was 13.6 (SD 3.3) minutes, and the average case score was 279.0 (SD 57.6) points (from a possible total of 500 points), with a score rate of only 44% (222/500 points) to 67% (336/500 points). The results indicated no significant difference in trainees' satisfaction between the 2 training methods (P=.04). However, the game simulation method outperformed the video-based online course in terms of learning proficiency (t146=-2.324, P=.02) and self-perception (t146=-5.492, P<.001). CONCLUSIONS Despite the high satisfaction reported by trainees for both training methods, the game simulation approach demonstrated superior efficiency and acceptance in terms of knowledge acquisition, self-perception, and overall performance. The developed SG holds significant potential as an essential assessment tool for evaluating frontline rescue skills and rescue reasoning in mobile medical logistics teams.
Collapse
Affiliation(s)
- Siyue Zhu
- Medical School of Chinese People's Liberation Army, Department of Emergency Medicine, the Second Medical Center & National Clinical Research Center for Geriatric Diseases, Chinese People's Liberation Army General Hospital, Beijing, China
| | - Zenan Li
- Garrison Veteran Cadres Activity Center, Beijing, China
| | - Ying Sun
- Department of Emergency Medicine, the Third Medical Center, Chinese People's Liberation Army General Hospital, Beijing, China
| | - Linghui Kong
- Health Service Training Center, Chinese People's Liberation Army General Hospital, Beijing, China
| | - Ming Yin
- Department of Emergency Medicine, the Second Medical Center & National Clinical Research Center for Geriatric Diseases, Chinese People's Liberation Army General Hospital, Beijing, China
| | - Qinge Yong
- Department of Nursing, the Second Medical Center & National Clinical Research Center for Geriatric Diseases, Chinese People's Liberation Army General Hospital, Beijing, China
| | - Yuan Gao
- Department of Nursing, the First Medical Center, Chinese People's Liberation Army General Hospital, Beijing, China
| |
Collapse
|
3
|
Picchiottino P, Paignon A, Hesse L, Bos S, Wiesner Conti J, Schneider MP, Fassier T. Large-scale, mobile and technology-enhanced serious game for interprofessional education: pilot study and lessons learnt. J Interprof Care 2024; 38:782-786. [PMID: 38656890 DOI: 10.1080/13561820.2024.2339291] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/02/2023] [Accepted: 03/30/2024] [Indexed: 04/26/2024]
Abstract
Recent research suggests that serious gaming is a promising strategy for interprofessional education (IPE). This report describes the design and pilot testing of a large-scale, mobile, technology-enhanced serious game embedded in the IPE curriculum in Geneva, Switzerland. Organized into teams of eight, the students were tasked with finding a young patient who had just escaped from the intensive care unit. Through a series of 10 stations, they explored hospital- and community-based locations of the healthcare system and were engaged in various learning and game activities; they were rewarded with cues to unveil the mystery. A total of 582 undergraduate students from seven disciplines (medicine, midwifery, nursing, nutrition-dietetics, pharmacy, physiotherapy, and technology in medical radiology) took part. Survey results (response rate: 62.8%) suggest that an overall majority of students valued the game, particularly the collaborative experience of actively learning from others in autonomous teams. Qualitative feedback allowed us to identify future areas for improvement: simplifying the adventure storyline and optimizing student flow. Educational institutions across the world facing challenges when creating IPE activities will find in this report ideas and lessons learnt to use mobile technology and serious gaming for large cohorts of students.
Collapse
Affiliation(s)
- Patricia Picchiottino
- Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
| | - Adeline Paignon
- Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
| | - Liudmyla Hesse
- Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
| | - Sophie Bos
- Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
| | - Joanne Wiesner Conti
- Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
| | - Marie P Schneider
- School of Pharmaceutical Sciences, University of Geneva, Geneva, Switzerland
- Institute of Pharmaceutical Sciences of Western Switzerland, University of Geneva, Geneva, Switzerland
| | - Thomas Fassier
- Division of Internal Medicine for the Aged, Geneva University Hospitals, University of Geneva Faculty of Medicine and Centre for Interprofessional Simulation, Geneva, Switzerland
| |
Collapse
|
4
|
Wettergreen SA, Scott C, Auten M, Kiles TM, Litten K, Scott D, Stewart MP. A meta-narrative review of choose-your-own-adventure style patient case activities in pharmacy education. CURRENTS IN PHARMACY TEACHING & LEARNING 2024; 16:484-495. [PMID: 38538451 DOI: 10.1016/j.cptl.2024.03.010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/15/2023] [Revised: 01/05/2024] [Accepted: 03/16/2024] [Indexed: 05/15/2024]
Abstract
BACKGROUND The objective of this review was to characterize the methods of delivery and assessment of Choose Your Own Adventure (CYOA)-style activities in pharmacy education. A secondary objective was to utilize available data to determine best practices for educators interested in developing similar activities. METHODS A meta-narrative approach according to the guidance of the RAMESES standards was used for this review. A broad literature search was conducted using PubMed and Embase. Studies published on the use of a CYOA-style patient case format in pharmacy education were identified and appraised individually for their relevance. RESULTS Thirteen studies from the pharmacy education literature were included in the review. Activities were delivered for 25 unique topics, largely in small groups during class via patient simulation or interactive data collection software. Overall, students have a positive perception of CYOA-style activities, with positive results regarding knowledge development and student engagement. The most commonly reported challenge to implementing CYOA-style patient case activities was the up-front time commitment to develop activities. IMPLICATIONS This review provides a snapshot of the small but expanding body of literature on CYOA-style patient case activities in pharmacy education. CYOA-style activities are recommended for expanded use in pharmacy education as the preponderance of studies that assessed knowledge development showed significant improvement in knowledge after participation in CYOA-style activities. Additionally, students have a positive perception of CYOA-style activities and reported that they were enjoyable, improved their confidence, and helped them learn course material.
Collapse
Affiliation(s)
- Sara A Wettergreen
- Department of Clinical Pharmacy, University of Colorado Skaggs School of Pharmacy and Pharmaceutical Sciences, 12850 E. Montview Blvd., C238, Aurora, Colorado 80045, United States of America.
| | - Collyn Scott
- PGY-1 Pharmacy Practice Resident, UCHealth Memorial Hospital, 1400 E. Boulder St., Colorado Springs, Colorado 80909, United States of America.
| | - Madison Auten
- Ambulatory Care Clinical Pharmacist, Saint Luke's Health System, 20 NE Saint Luke's Blvd Suite 200, Lee's Summit, MO 64086, United States of America.
| | - Tyler Marie Kiles
- Department of Clinical Pharmacy and Translational Science, The University of Tennessee Health Science Center College of Pharmacy, 881 Madison Avenue, Room 581, Memphis, TN 38193, United States of America.
| | - Kathryn Litten
- Division of Pharmacy Practice, The University of Texas at Austin College of Pharmacy, 2409 University Ave., Austin, TX 78712, United States of America.
| | - Devin Scott
- Teaching and Learning Center, The University of Tennessee Health Science Center, 920 Madison Avenue, Suite 424, Memphis, TN 38193, United States of America.
| | - Morgan P Stewart
- Division of Pharmacy Practice, The University of Texas at Austin College of Pharmacy, 2409 University Ave., Austin, TX 78712, United States of America.
| |
Collapse
|
5
|
Geva A, Daniel DA, Akhondi-Asl A. Using the Past to Inform the Future: How a Classic Respiratory Physiology Equation Informs Computer-Based Simulators and Clinical Decision Support Systems. Pediatr Crit Care Med 2024; 25:466-468. [PMID: 38695695 DOI: 10.1097/pcc.0000000000003484] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 09/18/2024]
Affiliation(s)
- Alon Geva
- Perioperative and Critical Care Center for Outcomes Research and Evaluation (PC-CORE), Department of Anesthesiology, Critical Care, and Pain Medicine, Boston Children's Hospital, Boston, MA
- Computational Health Informatics Program, Boston Children's Hospital, Boston, MA
- Department of Anaesthesia, Harvard Medical School, Boston, MA
| | - Dennis A Daniel
- Perioperative and Critical Care Center for Outcomes Research and Evaluation (PC-CORE), Department of Anesthesiology, Critical Care, and Pain Medicine, Boston Children's Hospital, Boston, MA
- Department of Anaesthesia, Harvard Medical School, Boston, MA
| | - Alireza Akhondi-Asl
- Perioperative and Critical Care Center for Outcomes Research and Evaluation (PC-CORE), Department of Anesthesiology, Critical Care, and Pain Medicine, Boston Children's Hospital, Boston, MA
- Department of Anaesthesia, Harvard Medical School, Boston, MA
| |
Collapse
|
6
|
Nordin EJ, Dugan SM, Kusters AC, Schimek CA, Sherman KA, Ebert TJ. How an Audit-and-Feedback-Based Educational Program Contributed to a Reduction in Environmentally Harmful Waste Anesthetic Gases Among Anesthesiology Residents. J Grad Med Educ 2024; 16:175-181. [PMID: 38993317 PMCID: PMC11234298 DOI: 10.4300/jgme-d-23-00402.1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/06/2023] [Revised: 10/15/2023] [Accepted: 02/09/2024] [Indexed: 07/13/2024] Open
Abstract
Background Waste anesthetic gases (WAGs) contribute to greenhouse gas emissions. US anesthesiology resident education on how to reduce WAG-associated emissions is lacking, so we developed an electronic audit-and-feedback-based program to teach residents to reduce fresh gas flow (FGF) and WAG-associated emissions. Objective To assess the program's effectiveness, we measured individual and combined mean FGF of residents during their first, second, and last weeks of the 4-week rotation; then, we calculated the extrapolated annual emissions based on the combined resident mean FGFs. Resident attitudes toward the program were surveyed. Methods During 4-week rotations at a teaching hospital, anesthesia records were scanned to extract resident-assigned cases, FGF, and volatile anesthetic choice during the 2020-2021 academic year. Forty residents across 3 training years received weekly FGF data and extrapolated WAG-associated emissions data via email. Their own FGF data was compared to the low-flow standard FGF of ≤1 liter per minute (LPM) and to the FGF data of their peer residents on rotation with them. An online survey was sent to residents at the end of the project period. Results Between their first and last weeks on rotation, residents decreased their mean FGF by 22% (1.83 vs 1.42 LPM; STD 0.58 vs 0.44; 95% CI 1.67-2.02 vs 1.29-1.56; P<.0001). Ten of 18 (56%) residents who responded to the survey reported their individual case-based results were most motivating toward practice change. Conclusions An audit-and-feedback-based model for anesthesiology resident education, designed to promote climate-conscious practices with administration of volatile anesthetics, was effective.
Collapse
Affiliation(s)
- Emily J Nordin
- is a Medical Student, Medical College of Wisconsin, Milwaukee, Wisconsin, USA
| | - Shannon M Dugan
- is an Anesthesiology Research Coordinator, Zablocki VA Medical Center, Milwaukee, Wisconsin, USA
| | - Andrew C Kusters
- is a Biomedical Engineer, Zablocki VA Medical Center, Milwaukee, Wisconsin, USA
| | | | - Katherine A Sherman
- is a Statistician, Zablocki VA Medical Center, Milwaukee, Wisconsin, USA; and
| | - Thomas J Ebert
- is a Clinician Scientist, Medical College of Wisconsin, and Zablocki VA Medical Center, Milwaukee, Wisconsin, USA
| |
Collapse
|
7
|
Huang H, Yu H, Li W. Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study. JMIR Serious Games 2024; 12:e39587. [PMID: 38456198 PMCID: PMC11004519 DOI: 10.2196/39587] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2022] [Revised: 10/23/2023] [Accepted: 11/14/2023] [Indexed: 03/09/2024] Open
Abstract
Background Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. Objective This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives. Methods A total of 75 participants evaluated games using 8 dimensions: game rules, learning objectives, narrative, content organization, motivation, interactivity, skill building, and assessment and feedback. The survey data were analyzed using descriptive statistical analysis, exploratory factor analysis, the Wilcoxon-Mann-Whitney test, and multivariate analysis. Results Exploratory data analysis showed that, among the 8 dimensions, skill building, content organization, and interactivity were the top-ranking dimensions most closely associated with crowdfunding health education game. The 8 dimensions can be grouped into 3 categories from the exploratory factor analysis: game content-, instruction-, and game design-related components. Further statistical analysis confirmed the correlation between these dimensions with the successful crowdfunding of health education games. Conclusions This empirical analysis identified critical factors for game proposal design that can increase the likelihood of securing crowdfunding support.
Collapse
Affiliation(s)
- Hong Huang
- School of Information, University of South Florida, Tampa, FL, United States
| | - Han Yu
- Department of Applied Statistics and Research Methods, University of Northern Colorado, Greeley, CO, United States
| | - Wanwan Li
- Tandy School of Computer Science, University of Tulsa, Tulsa, OK, United States
| |
Collapse
|
8
|
Averill SL, Gomez EN, Belfi LM, Hui J, Mallak N, Chetlen A. Night and Day, Why Radiologists Need Play. Acad Radiol 2024; 31:360-370. [PMID: 38401981 DOI: 10.1016/j.acra.2023.11.039] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2023] [Revised: 11/17/2023] [Accepted: 11/27/2023] [Indexed: 02/26/2024]
Abstract
What is play and why does it matter for radiologists? Play can take many forms in the workplace, including organic, managed, task-related, diversionary, and resistive forms of play, and play may also take the form of authentic self-expression and creation. In this review article, we will discuss the benefits of play including improved problem solving, gaining perspective, and stress reduction, and also provide low-tech and high-tech examples of beneficial play for the radiology team in work and personal contexts.
Collapse
Affiliation(s)
- Sarah L Averill
- Associate Professor of Oncology and Radiology, Roswell Park Comprehensive Cancer Center, 665 Elm Ste, Buffalo, New York, USA (S.L.A.).
| | - Erin N Gomez
- Assistant Professor, Diagnostic Imaging Division, Program Director, Diagnostic Radiology and Molecular Imaging Residencies, Department of Radiology, Johns Hopkins Hospital, Baltimore, Maryland, USA (E.N.G.)
| | - Lily M Belfi
- Associate Professor of Clinical Radiology, Director of Medical Student Education, Division of Emergency/ Musculoskeletal Radiology, Weill Cornell Medicine, 525 East 68th Street, Room F-054, New York, New York, 10065, USA (L.M.B.)
| | - Jessica Hui
- R3 Radiology Resident University of Iowa Hospitals and Clinics, lowa city, lowa, USA (J.H.)
| | - Nadine Mallak
- Associate Professor, Department of Diagnostic Radiology, Molecular Imaging & Therapy, Body Imaging, PET/MRI Clinical Director, Oregon Health and Science University, 3181 SW Sam Jackson Park Rd, Portland, Oregon, 97239, USA (N.M.)
| | - Alison Chetlen
- Professor, Department of Radiology, Division of Breast Imaging, Vice Chair of Education, Department of Radiology, Breast Imaging Division Chief, Academic Radiology Group, Director, 3+5 DR-APPS Accelerated Pathway Program Penn State College of Medicine, Penn State Health, Hershey Medical Center, 30 Hope Drive, Suite 1800, EC 008, Hershey, Pennsylvania, 17033, USA (A.C.)
| |
Collapse
|
9
|
Edwards S, Swamy L, Cosimini M, Watsjold B, Chan TM. Educator's blueprint: A how-to guide for creating analog serious games for learning in medical education. AEM EDUCATION AND TRAINING 2023; 7:e10907. [PMID: 38046091 PMCID: PMC10685402 DOI: 10.1002/aet2.10907] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/24/2023] [Revised: 08/13/2023] [Accepted: 08/14/2023] [Indexed: 12/05/2023]
Abstract
Serious games are an emerging tool for teaching and learning within medical education. These games can be used to facilitate learning or to demonstrate complex concepts in short bursts of interactive learning. This educator's blueprint will provide 10 strategies for creating a serious game, focusing on card and board games. These strategies include creating a project charter; determining the nature of the game; establishing game mechanics; selecting the best medium; prototyping and playtesting; reviewing sensitivity to equity, diversity, and inclusion; reviewing and refining content; funding game development, manufacture, and distribution; marketing and publicizing the game; and future-proofing the game. This blueprint hopes to help aspiring serious game designers and educators to conceptualize the steps for successfully creating a new serious game for medical education.
Collapse
Affiliation(s)
- Sarah Edwards
- Department of Emergency MedicineUniversity Hospitals of Nottingham, Queens Medical CentreNottinghamUK
| | - Lakshman Swamy
- Harvard Medical SchoolMassachusettsBostonUSA
- Department of Pulmonary and Critical Care MedicineCambridge Health AllianceMassachusettsCambridgeUSA
| | - Michael Cosimini
- Department of PediatricsOregon Health and Science UniversityOregonPortlandUSA
| | - Bjorn Watsjold
- Department of Emergency MedicineUniversity of WashingtonWashingtonSeattleUSA
| | - Teresa M. Chan
- School of MedicineToronto Metropolitan UniversityOntarioTorontoCanada
- Faculty of Health Sciences, Department of Medicine, Division of Emergency/Division of Education & InnovationMcMaster UniversityOntarioHamiltonCanada
- McMaster Education Reseach, Innovation, and Theory (MERIT) ProgramOntarioHamiltonCanada
| |
Collapse
|
10
|
Ambros-Antemate JF, Beristain-Colorado MDP, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Hernández-Cruz PA, Gallegos-Velasco IB, Moreno-Rodríguez A. Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design Study. JMIR Form Res 2023; 7:e39838. [PMID: 37948110 PMCID: PMC10674146 DOI: 10.2196/39838] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/25/2022] [Revised: 04/25/2023] [Accepted: 10/14/2023] [Indexed: 11/12/2023] Open
Abstract
BACKGROUND Insufficient levels of treatment adherence can have adverse effects on the outcomes of physical rehabilitation. To address this issue, alternative approaches to traditional therapies, such as serious games, have been designed to enhance adherence. Nevertheless, there remain gaps in the development of serious games concerning the effective implementation of motivation, engagement, and the enhancement of treatment adherence. OBJECTIVE This study aims to design a conceptual framework for the development of serious games that incorporate essential adherence factors to enhance patient compliance with physical rehabilitation programs. METHODS We formulated a conceptual framework using iterative techniques inspired by a conceptual framework analysis. Initially, we conducted a comprehensive literature review, concentrating on the critical adherence factors in physical rehabilitation. Subsequently, we identified, categorized, integrated, and synthesized the concepts derived from the literature review to construct the conceptual framework. RESULTS The framework resembles a road map, comprising 3 distinct phases. In the initial phase, the patient's characteristics are identified through an initial exploration. The second phase involves the development of a serious game, with a focus on enhancing treatment adherence by integrating the key adherence factors identified. The third phase revolves around the evaluation of the serious game. These phases are underpinned by 2 overarching themes, namely, a user-centered design and the GameFlow model. CONCLUSIONS The conceptual framework offers a detailed, step-by-step guide for creating serious games that incorporate essential adherence factors, thereby contributing to improved adherence in the physical rehabilitation process. To establish its validity, further evaluations of this framework across various physical rehabilitation programs and user groups are necessary.
Collapse
Affiliation(s)
| | | | - Marciano Vargas-Treviño
- Facultad de Sistemas Biológicos e Innovación Tecnológica, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Jaime Gutiérrez-Gutiérrez
- Facultad de Sistemas Biológicos e Innovación Tecnológica, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Pedro Antonio Hernández-Cruz
- Laboratorio de genómica y proteómica, Centro de investigación Universidad Nacional Autónoma de México-Universidad Autónoma "Benito Juárez" de Oaxaca, Facultad de Medicina y Cirugía, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Itandehui Belem Gallegos-Velasco
- Laboratorio de genómica y proteómica, Centro de investigación Universidad Nacional Autónoma de México-Universidad Autónoma "Benito Juárez" de Oaxaca, Facultad de Medicina y Cirugía, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Adriana Moreno-Rodríguez
- Facultad de Ciencias Químicas, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| |
Collapse
|
11
|
Schwarzkopf SC, Distler M, Welsch T, Krause-Jüttler G, Weitz J, Kolbinger FR. Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study. JMIR Serious Games 2023; 11:e44708. [PMID: 37943588 PMCID: PMC10667978 DOI: 10.2196/44708] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 07/13/2023] [Accepted: 09/06/2023] [Indexed: 11/10/2023] Open
Abstract
BACKGROUND The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of appropriate therapy. Serious gaming (SG) is an innovative teaching method that combines play with knowledge acquisition, increased concentration, and quick decision-making and could therefore be used for clinically oriented education. OBJECTIVE This study aims to develop a case-based SG platform for complication management in pancreatic and colorectal surgery, validate the application by comparing game courses of various professional groups in the health care sector, and test the acceptance of the developed platform in the context of clinical education by measuring levels of usability and applicability within the framework of a validity and usefulness analysis. METHODS In this observational trial, a novel SG for management of postoperative complications was developed and prospectively validated in a cohort of 131 human caregivers with varying experience in abdominal surgery. A total of 6 realistic patient cases were implemented, representing common complications after pancreatic and colorectal surgery. Cases were developed and illustrated using anonymized images, data, and histories of postoperative patients. In the prospective section of this study, following a brief case presentation, participants were asked to triage the virtual patient, make an initial suspected diagnosis, and design a 3-step management plan, throughout which the results of selected diagnostic and therapeutic actions were presented. Participants' proposed case management was compared to ideal case management according to clinical guidelines. Usability, applicability, validity, and acceptance of the application were assessed using the Trier Teaching Evaluation Inventory as part of a noncomparative analysis. In addition, a comparative analysis of conventional teaching and learning formats was carried out. RESULTS A total of 131 cases were answered. Physicians selected more appropriate therapeutic measures than nonphysicians. In the Trier Teaching Evaluation Inventory, design, structure, relevance, timeliness, and interest promotion were predominantly rated positively. Most participants perceived the application to be superior to conventional lecture-based formats (training courses, lectures, and seminars) in terms of problem-solving skills (102/131, 77.9%), self-reflection (102/131, 77.9%), and usability and applicability (104/131, 79.4%). CONCLUSIONS Case-based SG has educational potential for complication management in surgery and could thereby contribute to improvements in postoperative patient care.
Collapse
Affiliation(s)
- Sophie-Caroline Schwarzkopf
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
| | - Marius Distler
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
- National Center for Tumor Diseases (NCT/UCC), Dresden, Germany; German Cancer Research Center (DKFZ), Heidelberg, Germany; Faculty of Medicine and University Hospital Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany; Helmholtz-Zen, Dresden, Germany
| | - Thilo Welsch
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
- Department of General, Visceral, and Thoracic Surgery, University Medical Center Hamburg-Eppendorf, Hamburg, Germany
| | - Grit Krause-Jüttler
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
- Centre for Tactile Internet with Human-in-the-Loop (CeTI), TUD Dresden University of Technology, Dresden, Germany
| | - Jürgen Weitz
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
- National Center for Tumor Diseases (NCT/UCC), Dresden, Germany; German Cancer Research Center (DKFZ), Heidelberg, Germany; Faculty of Medicine and University Hospital Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany; Helmholtz-Zen, Dresden, Germany
| | - Fiona R Kolbinger
- Department of Visceral, Thoracic and Vascular Surgery, University Hospital and Faculty of Medicine Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany
- National Center for Tumor Diseases (NCT/UCC), Dresden, Germany; German Cancer Research Center (DKFZ), Heidelberg, Germany; Faculty of Medicine and University Hospital Carl Gustav Carus, TUD Dresden University of Technology, Dresden, Germany; Helmholtz-Zen, Dresden, Germany
- Centre for Tactile Internet with Human-in-the-Loop (CeTI), TUD Dresden University of Technology, Dresden, Germany
| |
Collapse
|
12
|
Miller KA, Auerbach M, Bin SS, Donoghue A, Kerrey BT, Mittiga MR, D'Ambrosi G, Monuteaux MC, Marchese A, Nagler J. Coaching the coach: A randomized controlled study of a novel curriculum for procedural coaching during intubation. AEM EDUCATION AND TRAINING 2023; 7:e10846. [PMID: 36936084 PMCID: PMC10014969 DOI: 10.1002/aet2.10846] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/20/2022] [Revised: 01/06/2023] [Accepted: 01/11/2023] [Indexed: 06/18/2023]
Abstract
Background Videolaryngoscopy allows real-time procedural coaching during intubation. This study sought to develop and assess an online curriculum to train pediatric emergency medicine attending physicians to deliver procedural coaching during intubation. Methods Curriculum development consisted of semistructured interviews with 12 pediatric emergency medicine attendings with varying levels of airway expertise analyzed using a constructivist grounded theory approach. Following development, the curriculum was implemented and assessed through a multicenter randomized controlled trial enrolling participants in one of three cohorts: the coaching module, unnarrated video recordings of intubations, and a module on ventilator management. Participants completed identical pre and post assessments asking them to select the correct coaching feedback and provided reactions for qualitative thematic analysis. Results Content from interviews was synthesized into a video-enhanced 15-min online coaching module illustrating proper technique for intubation and strategies for procedural coaching. Eighty-seven of 104 randomized physicians enrolled in the curriculum; 83 completed the pre and post assessments (80%). The total percentage correct did not differ between pre and post assessments for any cohort. Participants receiving the coaching module demonstrated improved performance on patient preparation, made more suggestions for improvement, and experienced a greater increase in confidence in procedural coaching. Qualitative analysis identified multiple benefits of the module, revealed that exposure to video recordings without narration is insufficient, and identified feedback on suggestions for improvement as an opportunity for deliberate practice. Conclusions This study leveraged clinical and educational digital technology to develop a curriculum dedicated to the content expertise and coaching skills needed to provide feedback during intubations performed with videolaryngoscopy. This brief curriculum changed behavior in simulated coaching scenarios but would benefit from additional support for deliberate practice.
Collapse
Affiliation(s)
- Kelsey A. Miller
- Department of PediatricsHarvard Medical SchoolBostonMassachusettsUSA
| | - Marc Auerbach
- Departments of Pediatrics and Emergency MedicineYale School of MedicineNew HavenConnecticutUSA
| | - Steven S. Bin
- Departments of Pediatrics and Emergency MedicineUniversity of California San FranciscoSan FranciscoCaliforniaUSA
| | - Aaron Donoghue
- Department of Anesthesiology and Critical CarePerelman School of Medicine at the University of PennsylvaniaPhiladelphiaPennsylvaniaUSA
| | - Benjamin T. Kerrey
- Department of PediatricsUniversity of Cincinnati College of MedicineCincinnatiOhioUSA
| | | | | | | | - Ashley Marchese
- Department of PediatricsHarvard Medical SchoolBostonMassachusettsUSA
| | - Joshua Nagler
- Department of PediatricsHarvard Medical SchoolBostonMassachusettsUSA
| |
Collapse
|
13
|
Eysenbach G, Zary N, Broseus J, Morieux PJ, Di Ceglie V, Gravoulet J, D'Aveni M. A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study. JMIR Serious Games 2023; 11:e40350. [PMID: 36780215 PMCID: PMC9972200 DOI: 10.2196/40350] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/17/2022] [Revised: 12/07/2022] [Accepted: 01/09/2023] [Indexed: 01/10/2023] Open
Abstract
BACKGROUND Complete blood count (CBC) and hemostatic screening tests are among the most commonly prescribed blood tests worldwide. All health care workers (nurse practitioners, pharmacists, dentists, midwives, and physicians) are expected to correctly interpret the results in their daily practice. Currently, the undergraduate hematology curriculum consists predominantly of lecture-based teaching. Because hematology combines basic science (blood cells and hemostasis physiology) and clinical skills, students report that they do not easily master hematology with only lecture-based teaching. Having interviewed students at the University of Lorraine, we considered it necessary to develop new teaching approaches and methods. OBJECTIVE We aimed to develop and validate a serious game about CBC analysis for health care students. Our primary objective was to help students perceive hematology as being a playful and easy topic and for them to feel truly involved in taking care of their patients by analyzing blood tests. We considered that this game-based approach would be attractive to students as an addition to the classic lecture-based approach and improve their knowledge and skills in hematology. METHODS We developed an adventure game called SUPER HEMO, a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and problem-solving tests. Following validation with beta testing by a panel of volunteer students, we used a novel, integrated teaching approach. We added 1.5 hours of gaming to the standard curriculum for a small group of volunteer students. Physician and pharmacy students in their third year at a single French university were invited to attend this extracurricular course. Pregame and postgame tests and satisfaction surveys were immediately recorded. Final hematology exam results were analyzed. RESULTS A total of 86 of 324 physician students (26.5%) and 67 of 115 pharmacy students (58%) opted to participate. Median scores on the pre- and posttests were 6 out of 10 versus 7 out of 10, respectively, for the physician students, (P<.001) and 7.5 out of 10 versus 8 out of 10, respectively, for the pharmacy students (P<.001). At the final hematology evaluation, physician students who played SUPER HEMO had a slightly better median score than those who did not: 13 out of 20 versus 12 out of 20, respectively (P=.002). Pharmacy students who played SUPER HEMO had a median score of 21.75 out of 30; this was not significantly different from pharmacy students who did not play SUPER HEMO (20/30; P=.12). Among the participants who answered the survey (n=143), more than 86% (123/143) believed they had strengthened their knowledge and nearly 80% (114/143) of them had fun. CONCLUSIONS Feedback from this game session provided evidence to support the integration of interactive teaching methods in undergraduate hematology teaching. The development of SUPER HEMO is intended to be completed so that it can become a support tool for continuing education.
Collapse
Affiliation(s)
| | | | - Julien Broseus
- Centre Hospitalier Régional Universitaire, Nancy, France.,Faculté de Médecine, Maïeutique et Métiers de la Santé, Université de Lorraine, Vandoeuvre-Lès-Nancy, France
| | | | | | | | - Maud D'Aveni
- Centre Hospitalier Régional Universitaire, Nancy, France.,Faculté de Médecine, Maïeutique et Métiers de la Santé, Université de Lorraine, Vandoeuvre-Lès-Nancy, France
| |
Collapse
|
14
|
Pajor M, Xie N, Podolej G. Medical student education simulation competitions. CLINICAL TEACHER 2023; 20:e13547. [PMID: 36274198 DOI: 10.1111/tct.13547] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/23/2022] [Accepted: 10/03/2022] [Indexed: 01/21/2023]
Abstract
BACKGROUND Sim Wars is a simulation-based competition wherein teams of medical trainees are presented a clinical scenario and provide patient care in front of a live audience. This non-traditional educational offering is a form of serious games in medical education and allows for experiential learning via direct observation. Although a well-described educational modality within graduate medical education, there is a dearth of literature regarding Sim Wars as an educational tool within undergraduate medical education. In this paper, we aim to share student perspectives after participating in Sim Wars. APPROACH The Sim Wars competition was designed as a double-elimination bracket tournament with arena-style direct observation to maximise student engagement. Teams were provided formative feedback in areas of medical knowledge, clinical management and communication skills. A total of 64 students participated in a regional Sim Wars tournament over the course of 2 years. EVALUATION A total of 36 students completed Likert-based surveys immediately after the Sim Wars competition. Quantitative data and open-ended responses were analysed. Fourteen students participated in focus groups held a few months after Sim Wars regarding their experiences during the competition. Thematic analysis was systematically performed on the qualitative data. IMPLICATION Participation in Sim Wars was viewed by students as a high-yield learning experience that increased competence on subsequent clinical rotations. We conclude that this form of serious game can be a highly beneficial educational format for medical students especially if they spend time preparing for the competition and receive structured feedback on their performance.
Collapse
Affiliation(s)
- Michael Pajor
- Emergency Medicine PGY-3, Washington University St. Louis School of Medicine, St. Louis, Missouri, USA
| | - Nicholas Xie
- MS3, College of Medicine, University of Illinois, Peoria, Illinois, USA
| | | |
Collapse
|
15
|
Daniel D, Wolbrink TA. Online educational interventions in pediatric intensive care medicine. Front Pediatr 2023; 11:1127754. [PMID: 36969296 PMCID: PMC10033549 DOI: 10.3389/fped.2023.1127754] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/20/2022] [Accepted: 02/14/2023] [Indexed: 03/29/2023] Open
Abstract
Background Online education has experienced explosive growth, particularly in the wake of the COVID-19 pandemic. We explored the current state of the evidence base for online education targeted towards healthcare professionals working in pediatric intensive care units (PICUs), to report how we are using online education in our field. Materials and Methods We performed a literature review by systematically generating a list of publications indexed in PubMed describing online educational interventions in the PICU, using Medical Subject Header (MeSH)-based search terms and the following inclusion criteria: studies published after 2005 that describe online educational interventions aimed at healthcare professional working in the PICU. We reviewed the full text of all included articles, and summarized the study aims, design, and results. Results Our initial search yielded 1,071 unique articles. After screening abstracts and titles, then full texts, eight articles were included in the review. Many online learning modalities are represented, including websites, self-study modules, videos, videoconferencing, online self-assessment with feedback, virtual patient cases, screen-based simulation, and podcasts. Three studies focused on residents, two studies on nurses, two studies on a multidisciplinary team, and one study on transport nurses and paramedics. Most studies utilized participant surveys to assess satisfaction, and half included pre- and post-intervention multiple-choice question tests. Only one study included a patient-related outcome measure. Conclusions Despite growth in online medical educational intervention research, there are relatively few published studies in pediatric critical care, and only one study evaluated the impact of online learning on patient outcomes. There remain significant opportunities for PICU educators to assess the impact of online educational interventions, especially related to clinician behaviors and patient outcomes.
Collapse
|
16
|
Ritchie A, Pacilli M, Nataraja RM. Simulation-based education in urology - an update. Ther Adv Urol 2023; 15:17562872231189924. [PMID: 37577030 PMCID: PMC10413896 DOI: 10.1177/17562872231189924] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2023] [Accepted: 07/08/2023] [Indexed: 08/15/2023] Open
Abstract
Over the past 30 years surgical training, including urology training, has changed from the Halstedian apprenticeship-based model to a competency-based one. Simulation-based education (SBE) is an effective, competency-based method for acquiring both technical and non-technical surgical skills and has rapidly become an essential component of urological education. This article introduces the key learning theory underpinning surgical education and SBE, discussing the educational concepts of mastery learning, deliberate practice, feedback, fidelity and assessment. These concepts are fundamental aspects of urological education, thus requiring clinical educators to have a detailed understanding of their impact on learning to assist trainees to acquire surgical skills. The article will then address in detail the current and emerging simulation modalities used in urological education, with specific urological examples provided. These modalities are part-task trainers and 3D-printed models for open surgery, laparoscopic bench and virtual reality trainers, robotic surgery simulation, simulated patients and roleplay, scenario-based simulation, hybrid simulation, distributed simulation and digital simulation. This article will particularly focus on recent advancements in several emerging simulation modalities that are being applied in urology training such as operable 3D-printed models, robotic surgery simulation and online simulation. The implementation of simulation into training programmes and our recommendations for the future direction of urological simulation will also be discussed.
Collapse
Affiliation(s)
- Angus Ritchie
- Departments of Paediatrics and Surgery, School of Clinical Sciences, Faculty of Medicine, Nursing and Health Sciences, Monash University, Melbourne, Australia
| | - Maurizio Pacilli
- Departments of Paediatrics and Surgery, School of Clinical Sciences, Faculty of Medicine, Nursing and Health Sciences, Monash University, Melbourne, Australia
- Department of Paediatric Surgery and Monash Children’s Simulation, Monash Children’s Hospital, Melbourne, Australia
| | - Ramesh M. Nataraja
- Department of Paediatric Surgery and Monash Children’s Simulation, Monash Children’s Hospital, 246 Clayton Road, Clayton, Melbourne 3168, Australia
- Departments of Paediatrics and Surgery, School of Clinical Sciences, Faculty of Medicine, Nursing and Health Sciences, Monash University, Melbourne 3168, Australia
| |
Collapse
|
17
|
Antón-Solanas I, Rodríguez-Roca B, Urcola-Pardo F, Anguas-Gracia A, Satústegui-Dordá PJ, Echániz-Serrano E, Subirón-Valera AB. An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study. NURSE EDUCATION TODAY 2022; 118:105527. [PMID: 36057150 PMCID: PMC9682324 DOI: 10.1016/j.nedt.2022.105527] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/09/2022] [Revised: 07/12/2022] [Accepted: 08/23/2022] [Indexed: 05/20/2023]
Abstract
BACKGROUND The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies in higher education, which can be used on a range of topics and can be supplemental to other teaching methods. OBJECTIVES This study aimed to investigate nursing students' gameful experience whilst playing a digital escape room. In addition, we aimed to analyze the students' motivation, learning experience and outcome of the activity, and the students' perception of the degree of achievement of the intended learning outcomes. DESIGN Cross-sectional descriptive study. PARTICIPANTS A total of 136 undergraduate first year student nurses enrolled in a "Fundamentals of Nursing" course. METHOD The digital escape room game took place online during the academic year 2020-2021. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the outcome of the scape room game and the degree of achievement of the intended learning outcomes. RESULTS More than 80 % of the participants were moderately to very motivated to play the game. Three GAMEX dimensions achieved a mean score of 3 or above 3, namely Enjoyment, Creative Thinking and Absence of Negative effects. The mean score for each of the outcome variables was over 3. However, the degree of achievement of the learning outcomes after exiting the digital escape room was uneven. CONCLUSION Gamification-based teaching and learning activities, such as digital escape rooms, can be effective in fostering specific skills, including teamwork, communication and critical thinking. However, they should be designed carefully, and used as a complement, rather than a substitute, of other educational activities.
Collapse
Affiliation(s)
- Isabel Antón-Solanas
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Nursing Research in Primary Care in Aragón (GENIAPA) (GIIS094), Institute of Research of Aragón, Zaragoza, Spain.
| | - Beatriz Rodríguez-Roca
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain.
| | - Fernando Urcola-Pardo
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| | - Ana Anguas-Gracia
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain; Research group Safety and Care (GIISA0021), Institute of Research of Aragón, Zaragoza, Spain.
| | - Pedro J Satústegui-Dordá
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| | - Emmanuel Echániz-Serrano
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain
| | - Ana B Subirón-Valera
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| |
Collapse
|
18
|
Montalbano L, Gallo L, Ferrante G, Malizia V, Cilluffo G, Fasola S, Alesi M, La Grutta S. Serious Games: A new Approach to Foster Information and Practices About Covid-19? Front Robot AI 2022; 9:830950. [PMID: 35677083 PMCID: PMC9168068 DOI: 10.3389/frobt.2022.830950] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/07/2021] [Accepted: 05/02/2022] [Indexed: 11/13/2022] Open
Abstract
The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.
Collapse
Affiliation(s)
- L. Montalbano
- Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy
- *Correspondence: L. Montalbano,
| | - L. Gallo
- Institute for High Performance Computing and Networking (ICAR), National Research Council of Italy, Napoli, Italy
| | - G. Ferrante
- Department of Surgical Sciences, Dentistry, Gynecology and Pediatrics, Pediatric Division, University of Verona, Verona, Italy
| | - V. Malizia
- Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy
| | - G. Cilluffo
- Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy
| | - S. Fasola
- Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy
| | - M. Alesi
- Department of Psychology, Educational Science and Human Movement (SPPEFF), University of Palermo, Palermo, Italy
| | - S. La Grutta
- Institute for Biomedical Research and Innovation (IRIB), National Research Council of Italy, Palermo, Italy
| |
Collapse
|
19
|
Teaching Disaster Evacuation Management Education to Nursing Students Using Virtual Reality Mobile Game-Based Learning. Comput Inform Nurs 2022; 40:705-710. [PMID: 35485942 DOI: 10.1097/cin.0000000000000856] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023]
Abstract
The purpose of this study was to explore the effectiveness of a virtual reality mobile game-based application for teaching disaster evacuation management education to nursing students. A pre-test, post-test, and final-test study design was used to compare traditional lecture group and game group instructional knowledge delivery effectiveness and instructional mode satisfaction. The statistical comparison of pre-test and post-test knowledge and decision-making scores did not reveal significant group differences for short-term improvement (P ≥ .05); however, final test scores revealed that the virtual reality mobile game-based application group had significantly higher knowledge and decision-making retention scores compared with the traditional lecture group (P = .000). The game group also had significantly higher instructional mode satisfaction scores for course interest and cooperation with others (P < .05). The virtual reality mobile game-based application was more effective for teaching nursing students about disaster evacuation management educational training than lecture instruction. The greater satisfaction expressed by nursing students when using this instructional mode suggests that it may better facilitate self-initiated lifelong disaster evacuation learning behaviors.
Collapse
|
20
|
Wu JH, Du JK, Lee CY. Development and questionnaire-based evaluation of virtual dental clinic: a serious game for training dental students. MEDICAL EDUCATION ONLINE 2021; 26:1983927. [PMID: 34694980 PMCID: PMC8547877 DOI: 10.1080/10872981.2021.1983927] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Revised: 08/24/2021] [Accepted: 09/17/2021] [Indexed: 06/13/2023]
Abstract
BACKGROUND The volume of literature about serious gaming in dental education has increased, however, none of the previous studies have developed a serious game for closing the gap between preclinical and clinical training. OBJECTIVE Virtual Dental Clinic (VDC) is a serious game that was created to help develop clinical reasoning skills in dental students. This study aimed to evaluate VDC as an educational tool and its effectiveness on clinical skill and knowledge gain among clerkship dental students. METHODS The following three stages of VDC design and testing were addressed from 2016 to 2020: development, validation, and application. The VDC was developed using Unity game engine. In the validation stage, the content validity was reviewed by five visiting staff; construct validity and face validity were examined by 9 postgraduate-year dentists and 14 clerkship dental students. Concurrent validity and predictive validity were examined by 34 fifth-year dental students during their clerkship from September, 2018 to May, 2019, the associations between VDC experiences, clerkship performance, and the score on a national qualification test were explored. In the application stage, the VDC was set up as a self-learning tool in the Family Dentistry Department from August, 2019, quantitative and qualitative analyses were conducted using the 92 clerkship students' feedback. RESULTS The VDC showed good validity and a high potential for education in practice. Students who have used VDC received significantly higher scores on qualification test (p = 0.029); the VDC experiences significantly predicted higher performance score on periodontics (p = 0.037) and endodontics (p = 0.040). After the outbreak of COVID-19 pandemic, significantly higher proportion of students confirmed the value of VDC as an assistant tool for learning clinical reasoning (p = 0.019). CONCLUSIONS The VDC as an educational tool, and the effectiveness on clinical reasoning skills and knowledge gain among clerkship dental students has been validated and confirmed in this study.
Collapse
Affiliation(s)
- Ju-Hui Wu
- Department of Oral Hygiene, College of Dental Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan
- Department of Dentistry, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan
| | - Je-Kang Du
- Department of Dentistry, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan
- School of Dentistry, College of Dental Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan
| | - Chen-Yi Lee
- Department of Oral Hygiene, College of Dental Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan
- Department of Medical Research, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan
| |
Collapse
|
21
|
Germa A, Gosset M, Gaucher C, Valencien C, Schlumberger M, Colombier ML, Moreau N, Radoï L, Boukpessi T, Davit-Beal T, Vital S, Wulfman C. OSCEGame: A serious game for OSCE training. EUROPEAN JOURNAL OF DENTAL EDUCATION : OFFICIAL JOURNAL OF THE ASSOCIATION FOR DENTAL EDUCATION IN EUROPE 2021; 25:657-663. [PMID: 33314541 DOI: 10.1111/eje.12643] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/22/2020] [Revised: 09/11/2020] [Accepted: 12/06/2020] [Indexed: 06/12/2023]
Abstract
BACKGROUND Objective Structured Clinical Examinations (OSCEs) are amongst the most anxiety-provoking competency assessment methods. An online serious game (OSCEGame) was developed and implemented within the OSCE curriculum. This study aimed to evaluate the usefulness of this serious game on preparedness and reducing OSCE-related stress. METHODS A serious game was designed to help dental students train for OSCEs. Two game courses (4 stations each) were designed according to year of undergraduate training (4th and 5th year), based on 6 pre-existing multi-competency OSCE stations. The OSCEGame was available online on a learning platform 4 to 6 weeks before the summative OSCEs. Game use was evaluated by analysing connection data. Preparedness, stress and time management skills were assessed using a questionnaire following the summative OCSEs. The results of 4th -year students (OSCE naive population) were compared to those of 5th -year students to assess usefulness and benefits of such preparation method. RESULTS In total, 97% and 60% of the students in 4th year and 5th year, respectively, used the game. The game was seen as an essential preparation tool to reduce anxiety (for 60% of all students) and increase time management skills (65% of all students). However, significant differences were observed between 4th- and 5th -year students (anxiety reduction: 65% vs. 22%, p < 0.001; time management skills: 59% vs. 41%, p < 0.05) suggesting that it is most useful for OSCE naive students. CONCLUSION This serious game is a useful time efficient online tool, for OSCE preparation, especially in OSCE naive students.
Collapse
Affiliation(s)
- Alice Germa
- Université de Paris, CRESS, EPOPE Team, INSERM, INRA, Paris, France
- Department of Odontology, AP-HP, Charles Foix Hospital, Ivry-sur-Seine, France
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
| | - Marjolaine Gosset
- Department of Odontology, AP-HP, Charles Foix Hospital, Ivry-sur-Seine, France
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
| | - Céline Gaucher
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Henri Mondor Hospital, Créteil, France
| | - Claire Valencien
- Educational Innovation Center, Université de Paris, Paris, France
| | | | - Marie-Laure Colombier
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Louis Mourier Hospital, Colombes, France
| | - Nathan Moreau
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Bretonneau Hospital, Paris, France
| | - Loredana Radoï
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Louis Mourier Hospital, Colombes, France
- Université Paris-Saclay, CESP, INSERM, Exposome and Heredity Team, Villejuif, France
| | - Tchilalo Boukpessi
- Department of Odontology, AP-HP, Charles Foix Hospital, Ivry-sur-Seine, France
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
| | - Tiphaine Davit-Beal
- Department of Odontology, AP-HP, Charles Foix Hospital, Ivry-sur-Seine, France
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
| | - Sibylle Vital
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Louis Mourier Hospital, Colombes, France
| | - Claudine Wulfman
- Faculty of Health, UFR Dentistry, Université de Paris, Montrouge, France
- Department of Odontology, AP-HP, Henri Mondor Hospital, Créteil, France
- Université Sorbonne Paris Nord, Bobigny, France
| |
Collapse
|
22
|
Steadman RH, Huang YM, Iseli MR, Lee JJ, Tillou A, Rudolph MDD, Lewin R, Koenig AD, Khan R, Raia F, Smith SM, Juo YY, Rice C, Poorsattar SP, Webb NM. Screen-Based Simulation for Training and Automated Assessment of Teamwork Skills: Comparing 2 Modes With Different Interactivity. Simul Healthc 2021; 16:318-326. [PMID: 33086370 DOI: 10.1097/sih.0000000000000510] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
INTRODUCTION The need for teamwork training is well documented; however, teaching these skills is challenging given the logistics of assembling individual team members together to train in person. We designed 2 modes of screen-based simulation for training teamwork skills to assess whether interactivity with nonplayer characters was necessary for in-game performance gains or for player satisfaction with the experience. METHODS Mixed, randomized, repeated measures study with licensed healthcare providers block-stratified and randomized to evaluation-participant observes and evaluates the team player in 3 scenarios-and game play-participant is immersed as the leader in the same 3 scenarios. Teamwork construct scores (leadership, communication, situation monitoring, mutual support) from an ontology-based, Bayesian network assessment model were analyzed using mixed randomized repeated measures analyses of variance to compare performance, across scenarios and modes. Learning was measured by pretest and posttest quiz scores. User experience was evaluated using χ2 analyses. RESULTS Among 166 recruited and randomized participants, 120 enrolled in the study and 109 had complete data for analysis. Mean composite teamwork Bayesian network scores improved for successive scenarios in both modes, with evaluation scores statistically higher than game play for every teamwork construct and scenario (r = 0.73, P = 0.000). Quiz scores improved from pretest to posttest (P = 0.004), but differences between modes were not significant. CONCLUSIONS For training teamwork skills using screen-based simulation, interactivity of the player with the nonplayer characters is not necessary for in-game performance gains or for player satisfaction with the experience.
Collapse
Affiliation(s)
- Randolph H Steadman
- From the Department of Anesthesiology and Critical Care (R.H.S.), Houston Methodist Hospital, Houston, TX; Department of Anesthesiology and Perioperative Medicine (Y.M.H.), David Geffen School of Medicine at UCLA; UCLA Simulation Center (Y.M.H.); National Center for Research on Evaluation, Standards, and Student Testing (CRESST) (M.R.I.); CRESST (J.J.L., A.D.K.), Los Angeles, CA; Department of Surgery (A.T.), David Geffen School of Medicine at UCLA; UCLA Center for Advanced Surgical & Interventional Technology Accredited Education Institute (A.T.), Los Angeles; Consultant, (M.D.D.R.) Claremont, CA; UCLA Graduate School of Education and Information Studies (R.L.); David Geffen School of Medicine at UCLA Dean's Office/UCLA Simulation Center (R.K.); UCLA Graduate School of Education and Information Studies (F.R.); Department of Medicine (F.R.), David Geffen School of Medicine at UCLA, Los Angeles, CA; Department of Culture & Communication (S.M.S.), Linköping Universitet, Linköping, Sweden; Department of Surgery (Y.-Y.J.), David Geffen School of Medicine at UCLA, Los Angeles; Community Memorial Health System (C.R.), Ventura; Department of Anesthesiology and Perioperative Medicine (S.P.P.), David Geffen School of Medicine at UCLA; and UCLA Graduate School of Education and Information Studies (N.M.W.), Los Angeles, CA
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Collapse
|
23
|
Vieira C, Ferreira da Silva Pais-Vieira C, Novais J, Perrotta A. Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review. JMIR Serious Games 2021; 9:e20066. [PMID: 34554102 PMCID: PMC8498892 DOI: 10.2196/20066] [Citation(s) in RCA: 17] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2020] [Revised: 02/23/2021] [Accepted: 06/05/2021] [Indexed: 01/03/2023] Open
Abstract
Background Serious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have approached this topic from a game perspective and presented a broad overview of the types of video games that have been used in this context, there is still a need to better understand how different game characteristics and development strategies might impact and relate to clinical outcomes. Objective This review assessed the relationship between the characteristics of serious games (SGs) and their relationship with the clinical outcomes of studies that use this type of therapy in motor impairment rehabilitation of patients with stroke, multiple sclerosis, or cerebral palsy. The purpose was to take a closer look at video game design features described in the literature (game genre [GG], game nature [GN], and game development strategy [GDS]) and assess how they may contribute toward improving health outcomes. Additionally, this review attempted to bring together medical and game development perspectives to facilitate communication between clinicians and game developers, therefore easing the process of choosing the video games to be used for physical rehabilitation. Methods We analyzed the main features of SG design to obtain significant clinical outcomes when applied to physical rehabilitation of patients recovering from motor impairments resulting from stroke, multiple sclerosis, and cerebral palsy. We implemented a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) database-adjusted electronic search strategy for the PubMed, IEEE Xplore, and Cochrane databases. Results We screened 623 related papers from 2010-2021 and identified 12 that presented results compatible with our inclusion criteria. A total of 512 participants with stroke (8 studies, 417 participants), cerebral palsy (1 study, 8 participants), and multiple sclerosis (2 studies, 46 participants) were included; 1 study targeting the elderly (41 participants) was also included. All studies assessed motor, sensory, and functional functions, while some also measured general health outcomes. Interventions with games were used for upper-limb motor rehabilitation. Of the 12 studies, 8 presented significant improvements in at least one clinical measurement, of which 6 presented games from the casual GG, 1 combined the casual, simulation, and exergaming GGs, and 2 combined the sports and simulation GGs. Conclusions Of the possible combinations of game design features (GG, GN, and GDS) described, custom-made casual games that resort to the first-person perspective, do not feature a visible player character, are played in single-player mode, and use nonimmersive virtual reality attain the best results in terms of positive clinical outcomes. In addition, the use of custom-made games versus commercial off-the-shelf games tends to give better clinical results, although the latter are perceived as more motivating and engaging.
Collapse
Affiliation(s)
- Catarina Vieira
- Research Center for Science and Technology of the Arts, Universidade Católica Portuguesa, Porto, Portugal
| | | | - João Novais
- Católica Porto Business School, Universidade Católica Portuguesa, Porto, Portugal
| | - André Perrotta
- Research Center for Science and Technology of the Arts, Universidade Católica Portuguesa, Porto, Portugal.,Research Centre for Informatics and Systems, Informatics Engineering Department, Universidade de Coimbra, Coimbra, Portugal
| |
Collapse
|
24
|
Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students. EDUCATION SCIENCES 2021. [DOI: 10.3390/educsci11090527] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Educational Escape Room is an innovative method used in classrooms to motivate students. This article describes a version of Educational Escape Room applied to undergraduate students. Specifically, this work presents an adaptation of the method called Educational Hall Escape, characterized by the resolution of challenges in a game-adapted room in which several student groups compete to finish the activity in the least amount of time. To date, the Educational Hall Escape method applied to the field of business economy has not been reported in the literature. The objective of the study is to analyze the influence of the Educational Hall Escape method on the learning processes and emotions of students during the activity and its impact on their motivation and the reinforcement their competences and knowledge. An experiment was designed in which the class was divided into a control group and an experimental group. To measure the impact of the experience in the students, two tools were used: an exam and the Gamefulquest survey. Despite the fact that the results obtained show that the students perceived the experience as a game, it improved their motivation and increased their proclivity to have an emotional bond with the subject, the academic results remained steady.
Collapse
|
25
|
Maheu-Cadotte MA, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes MF, Lavoie P. Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review. JMIR Serious Games 2021; 9:e28650. [PMID: 34129514 PMCID: PMC8414295 DOI: 10.2196/28650] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2021] [Revised: 06/11/2021] [Accepted: 06/15/2021] [Indexed: 01/29/2023] Open
Abstract
BACKGROUND On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users' involvement in SG development. OBJECTIVE The aim of this study is to describe how end users are involved in the development of SGs for health care professions education. METHODS We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages. RESULTS End users' involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7). CONCLUSIONS Researchers mentioned end users' involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.
Collapse
Affiliation(s)
- Marc-André Maheu-Cadotte
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Center, Centre hospitalier de l'Université de Montréal, Montreal, QC, Canada.,Research Center, Montreal Heart Institute, Montreal, QC, Canada
| | - Véronique Dubé
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Center, Centre hospitalier de l'Université de Montréal, Montreal, QC, Canada
| | - Sylvie Cossette
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Center, Montreal Heart Institute, Montreal, QC, Canada
| | | | - Guillaume Fontaine
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Center, Montreal Heart Institute, Montreal, QC, Canada
| | | | - Patrick Lavoie
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Center, Montreal Heart Institute, Montreal, QC, Canada
| |
Collapse
|
26
|
Anguas-Gracia A, Subirón-Valera AB, Antón-Solanas I, Rodríguez-Roca B, Satústegui-Dordá PJ, Urcola-Pardo F. An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course. NURSE EDUCATION TODAY 2021; 103:104948. [PMID: 33991900 DOI: 10.1016/j.nedt.2021.104948] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/19/2021] [Revised: 04/09/2021] [Accepted: 04/21/2021] [Indexed: 06/12/2023]
Abstract
BACKGROUND The integration of innovative strategies to teaching and learning in higher education, such as escape room games, can enhance the acquisition of key professional competencies including communication, teamwork and critical thinking. OBJECTIVES This study aimed to evaluate undergraduate student nurses' gameful experience while playing an escape room game as part of a nursing course. DESIGN Cross-sectional descriptive study. PARTICIPANTS A total of 126 third year student nurses enrolled in the "Community Health Nursing II" course. METHOD The escape room game took place in a classroom at the Faculty of Health Ciences. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the student's outcome of scape room game immediately after the end of the activity. RESULTS The vast majority (99.21%) considered the escape room game to be an appropriate and an innovative teaching and learning strategy. The mean score for each of the GAMEX dimensions was over 3, with the exception of Absence of negative effects. Our results suggest that the students enjoyed playing the game (mean = 4.40; SD = 0.71), that escape room games should be integrated in nursing courses (mean = 4.54; SD = 0.74) and that playing the game increased their motivation for learning (mean = 3.06; SD = 1.09). Gender differences were observed in the GAMEX Dominance dimension (p < 0.005). CONCLUSION Gamification in general, and escape rooms in particular, have proven to be a valid tool for the acquisition of professional competencies in higher education.
Collapse
Affiliation(s)
- Ana Anguas-Gracia
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Safety and Care (GIISA0021), Institute of Research of Aragón, Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| | - Ana B Subirón-Valera
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| | - Isabel Antón-Solanas
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Nursing Research in Primary Care in Aragón (GENIAPA) (GIIS094), Institute of Research of Aragón, Zaragoza, Spain.
| | - Beatriz Rodríguez-Roca
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain.
| | - Pedro J Satústegui-Dordá
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| | - Fernando Urcola-Pardo
- Department of Physiatry and Nursing, Faculty of Health Sciences, University of Zaragoza, C/Domingo Miral s/n, 50009 Zaragoza, Spain; Research group Water and Environmental Health (B43_20R), University Institute of Research in Environmental Science of Aragón, University of Zaragoza, Zaragoza, Spain.
| |
Collapse
|
27
|
Beristain-Colorado MDP, Ambros-Antemate JF, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz PA, Gallegos-Velasco IB, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021; 9:e25854. [PMID: 34185003 PMCID: PMC8277408 DOI: 10.2196/25854] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/18/2020] [Revised: 04/15/2021] [Accepted: 04/30/2021] [Indexed: 01/29/2023] Open
Abstract
Background Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. Objective The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. Methods The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. Results We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. Conclusions This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.
Collapse
Affiliation(s)
| | - Jorge Fernando Ambros-Antemate
- Doctorado en Biociencias, Facultad de Medicina y Cirugía, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Marciano Vargas-Treviño
- Escuela de Sistemas Biológicos e Innovación Tecnológica, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Jaime Gutiérrez-Gutiérrez
- Escuela de Sistemas Biológicos e Innovación Tecnológica, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Adriana Moreno-Rodriguez
- Facultad de Ciencias Químicas, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| | - Pedro Antonio Hernández-Cruz
- Laboratorio de genómica y proteómica, Centro de Investigación UNAM-UABJO, Facultad de Medicina y Cirugía UABJO, Oaxaca de Juárez, Mexico
| | - Itandehui Belem Gallegos-Velasco
- Laboratorio de genómica y proteómica, Centro de Investigación UNAM-UABJO, Facultad de Medicina y Cirugía UABJO, Oaxaca de Juárez, Mexico
| | - Rafael Torres-Rosas
- Laboratorio de Inmunología, Centro de Estudios en Ciencias de la Salud y la Enfermedad, Facultad de Odontología, Universidad Autónoma "Benito Juárez" de Oaxaca, Oaxaca de Juárez, Mexico
| |
Collapse
|
28
|
Mansoory MS, Khazaei MR, Azizi SM, Niromand E. Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students' learning outcome about approach to coma. BMC MEDICAL EDUCATION 2021; 21:347. [PMID: 34130676 PMCID: PMC8207643 DOI: 10.1186/s12909-021-02771-z] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/19/2020] [Accepted: 05/27/2021] [Indexed: 06/12/2023]
Abstract
BACKGROUND New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. METHODS We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students' learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. RESULTS Students' familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = - 2.457, P = 0.019). CONCLUSION Students' learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students' learning.
Collapse
Affiliation(s)
- Meysam Siyah Mansoory
- Department of Biomedical Engineering, School of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Mohammad Rasool Khazaei
- Fertility and Infertility Research Center, Health Technology Institute, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Seyyed Mohsen Azizi
- Medical Education and Development Center, Arak University of Medical Sciences, Arak, Iran
| | - Elham Niromand
- Fertility and Infertility Research Center, Health Technology Institute, Kermanshah University of Medical Sciences, Kermanshah, Iran
| |
Collapse
|
29
|
Siste K, Hanafi E, Sen LT, Wahjoepramono POP, Kurniawan A, Yudistiro R. Potential Correlates of Internet Gaming Disorder Among Indonesian Medical Students: Cross-sectional Study. J Med Internet Res 2021; 23:e25468. [PMID: 33871379 PMCID: PMC8059873 DOI: 10.2196/25468] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2020] [Revised: 01/15/2021] [Accepted: 03/16/2021] [Indexed: 01/21/2023] Open
Abstract
BACKGROUND Internet gaming disorder has been a controversial topic for nearly a decade. Although internet addiction has been studied in medical students, there is a paucity of evidence regarding internet gaming disorder. Previous studies in Indonesia explored only the prevalence rate and characteristics. OBJECTIVE This study aimed to determine the prevalence rate of internet gaming disorder and correlations between internet gaming disorder, temperament, and psychopathology among Indonesian medical students. METHODS A cross-sectional study was performed from August 2019 to September 2019 using total and convenience sampling at a private university and a public university, respectively. The study variables were measured using the Indonesian version of the 10-item Internet Gaming Disorder Test, the Temperament and Character Inventory, and the Symptoms Checklist 90. Chi-square and logistic regression analyses were conducted to examine the relationships between demographic factors, temperament, psychopathology, and the presence of internet gaming disorder. RESULTS Among the 639 respondents, the prevalence rate of internet gaming disorder was 2.03% (n=13), with a mean age of 20.23 (SD 0.13) years and an average gaming duration of 19.0 (SD 0.96) hours/week. Up to 71.2% respondents played using their mobile phones, and respondents with internet gaming disorder reported experiencing all psychopathologies assessed, except phobic anxiety. Bivariate analysis demonstrated that internet gaming disorder was associated with gender, gaming duration, gaming community affiliation, and 9 out of 10 domains of psychopathology. In a logistic regression model, internet gaming disorder was correlated with weekly gaming hours ≥20 hours (odds ratio [OR] 4.21, 95% CI 1.08-16.38, P=.04). CONCLUSIONS These findings suggest that the prevalence of internet gaming disorder among medical students in Jakarta, Indonesia is similar to that in other populations of Asian countries. The predisposing factor for internet gaming disorder was weekly gaming duration, while other demographic, temperament, and psychopathology variables acted as probable moderators. Strategies should, therefore, be developed and integrated into medical curriculum to screen and aid individuals with these predisposing factors.
Collapse
Affiliation(s)
- Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - Dr Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Enjeline Hanafi
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - Dr Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Lee Thung Sen
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - Dr Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | | | - Andree Kurniawan
- Department of Internal Medicine, Faculty of Medicine, Universitas Pelita Harapan Siloam Hospital, Tangerang, Indonesia
| | - Ryan Yudistiro
- Faculty of Medicine, Universitas Pelita Harapan, Siloam Hospitals, Tangerang, Indonesia
| |
Collapse
|
30
|
Zhang C, Baalsrud Hauge J, Härenstam KP, Meijer S. Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study. JMIR Serious Games 2021; 9:e21988. [PMID: 33704081 PMCID: PMC7995068 DOI: 10.2196/21988] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2020] [Revised: 11/27/2020] [Accepted: 02/12/2021] [Indexed: 01/11/2023] Open
Abstract
Background Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. Objective This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure. Methods First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment. Results A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement – negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR2 of 0.796 (F14,31=2725.49, P<.001) for the board version and 0.702 (F24,31=2635.31, P<.001) for the multiplayer online version after the learning engagement attributes. Conclusions The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.
Collapse
Affiliation(s)
- Cevin Zhang
- School of Media and Design, Beijing Technology and Business University, Beijing, China.,Department of Biomedical Engineering and Health Systems, Kungliga Tekniska Högskolan, Huddinge, Sweden
| | - Jannicke Baalsrud Hauge
- Department of Sustainable Production Development, Kungliga Tekniska Högskolan, Södertalje, Sweden
| | - Karin Pukk Härenstam
- Pediatric Emergency Department, Karolinska University Hospital, Stockholm, Sweden
| | - Sebastiaan Meijer
- Department of Biomedical Engineering and Health Systems, Kungliga Tekniska Högskolan, Huddinge, Sweden
| |
Collapse
|
31
|
Spadea M, Ciantelli M, Fossati N, Cuttano A. Enhancing the future of simulation-based education in pediatrics. Ital J Pediatr 2021; 47:36. [PMID: 33596954 PMCID: PMC7888690 DOI: 10.1186/s13052-021-00989-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/02/2020] [Accepted: 02/05/2021] [Indexed: 02/02/2023] Open
Abstract
Technology-enhanced simulation has emerged as a great educational tool for pediatric education. Indeed, it represents an effective method to instruct on technical and non-technical skills, employed by a large number of pediatric training programs. However, this unique pandemic era posed new challenges also on simulation-based education. Beyond the mere facing of the clinical and societal impacts, it is fundamental to take advantage from the current changes and investigate innovative approaches to improve the education of pediatric healthcare professionals. To this aim, we herein lay down the main pillars that should support the infrastructure of the future technology-enhanced simulation.
Collapse
Affiliation(s)
- Manuela Spadea
- Centro di Formazione e Simulazione Neonatale NINA, U.O. Neonatologia, Dipartimento Materno-Infantile, Azienda Ospedaliero Universitaria Pisana, Pisa, Italy.,Department of Pediatric and Public Health Sciences, University of Turin, Turin, Italy
| | - Massimiliano Ciantelli
- Centro di Formazione e Simulazione Neonatale NINA, U.O. Neonatologia, Dipartimento Materno-Infantile, Azienda Ospedaliero Universitaria Pisana, Pisa, Italy.,U.O. Neonatologia, Dipartimento Materno-Infantile, Azienda Ospedaliero Universitaria Pisana, Via Roma, 67, Pisa, Italy
| | - Nicoletta Fossati
- St George's University Hospitals, London, UK.,St George's University of London, London, UK
| | - Armando Cuttano
- Centro di Formazione e Simulazione Neonatale NINA, U.O. Neonatologia, Dipartimento Materno-Infantile, Azienda Ospedaliero Universitaria Pisana, Pisa, Italy. .,U.O. Neonatologia, Dipartimento Materno-Infantile, Azienda Ospedaliero Universitaria Pisana, Via Roma, 67, Pisa, Italy.
| |
Collapse
|
32
|
|
33
|
Aksoy ME. Comparing Basic Life Support Serious Gaming Scores With Hands-on Training Platform Performance Scores: Pilot Simulation Study for Basic Life Support Training. JMIR Serious Games 2020; 8:e24166. [PMID: 33237035 PMCID: PMC7725648 DOI: 10.2196/24166] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2020] [Revised: 09/14/2020] [Accepted: 11/10/2020] [Indexed: 01/28/2023] Open
Abstract
Background Serious games enrich simulation-based health care trainings and improve knowledge, skills, and self-confidence of learners while entertaining them. Objective A platform which can combine performance data from a basic life support (BLS) serious game app and hands-on data based on the same scoring system is not available in the market. The aim of this study was to create such a platform and investigate whether performance evaluation of BLS trainings would be more objective compared to conventional Objective Structured Clinical Examination (OSCE) examinations if these evaluations were carried out with the platform which combines OSCE scoring criteria with sensor data retrieved from the simulator’s sensors. Methods Participants were 25 volunteers (11 men [44.0%] and 14 [56.0] women) among Acıbadem Mehmet Ali Aydınlar University students without prior knowledge of the BLS protocol. A serious game module has been created for teaching learners the European Resuscitation Council Basic Life Support 2015 protocol. A second module called the hands-on module was designed for educators. This module includes a checklist used for BLS OSCE examinations and can retrieve sensor data such as compression depth, compression frequency, and ventilation volume from the manikin (CPR Lilly; 3B Scientific GmbH) via Bluetooth. Data retrieved from the sensors of the manikin enable educators to evaluate learners in a more objective way. Performance data retrieved from the serious gaming module have been combined with the results of the hands-on module. Data acquired from the hands-on module have also been compared with the results of conventional OSCE scores of the participants, which were obtained by watching the videos of the same trainings. Results Participants were considered successful in the game if they scored 80/100 or above. Overall, participants scored 80 or above in an average of 1.4 (SD 0.65) trials. The average BLS serious game score was 88.3/100 (SD 5.17) and hands-on average score was 70.7/100 (SD 17.3), whereas the OSCE average score was 84.4/100 (SD 12.9). There was no statistically significant correlation between success on trials (score ≥80/100), serious game, hands-on training app, and OSCE scores (Spearman rho test, P>.05). The mean BLS serious game score of the participants was 88.3/100 (SD 5.17), whereas their mean hands-on training app score was 70.7/100 (SD 17.3) and OSCE score was 84.4/100 (SD 12.9). Conclusions Although scoring criteria for OSCE and hands-on training app were identical, OSCE scores were 17% higher than hands-on training app scores. After analyzing the difference of scores between hands-on training app and OSCE, it has been revealed that these differences originate from scoring parameters such as compression depth, compression frequency, and ventilation volume. These data suggest that evaluation of BLS trainings would be more objective if these evaluations were carried out with the modality, which combines visual OSCE scoring criteria with sensor data retrieved from the simulator’s sensors. Trial Registration ClinicalTrials.gov NCT04533893; https://clinicaltrials.gov/ct2/show/NCT04533893
Collapse
Affiliation(s)
- Mehmet Emin Aksoy
- Acibadem Mehmet Ali Aydınlar University, Department Biomedical Device Technology, CASE (Center of Advanced Simulation and Education), Istanbul, Turkey
| |
Collapse
|
34
|
Rouleau G, Pelletier J, Côté J, Gagnon MP, Martel-Laferrière V, Lévesque R, Fontaine G. Codeveloping a Virtual Patient Simulation to Foster Nurses' Relational Skills Consistent With Motivational Interviewing: A Situation of Antiretroviral Therapy Nonadherence. J Med Internet Res 2020; 22:e18225. [PMID: 32672679 PMCID: PMC7391166 DOI: 10.2196/18225] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2020] [Revised: 05/01/2020] [Accepted: 06/03/2020] [Indexed: 01/20/2023] Open
Abstract
Background Although helping people living with HIV manage their antiretroviral therapy is a core competency of HIV nursing care, no educational intervention has sought to strengthen this competency. Thus, we codeveloped a simulation of a virtual patient (VP) having difficulty adhering to treatment to foster the relational skills that nurses require in such situations. Objective This viewpoint paper aims to describe the codevelopment process and the content of VP simulation, as well as the challenges encountered and the strategies used to overcome them. Methods We use a collaborative and iterative approach to develop the simulation based on qualitative evidence, theoretical approaches (strengths-based nursing, motivational interviewing [MI], and adult learning theories), and expert recommendations. We carried out 2 main phases: (1) planning the simulation development and (2) designing the simulation content, sequence, and format. We created the script as if we were writing a choose-your-own-adventure book. All relational skills (behavior change counseling techniques derived from MI) were integrated into a nurse-patient dialogue. The logic of the simulation is as follows: if the nurse uses techniques consistent with MI (eg, open-ended questions, summarizing), a dialogue is opened up with the VP. If the nurse uses relational skills inconsistent with MI (eg, providing advice without asking for permission), the VP will react accordingly (eg, defensively). Learners have opportunities to assess and reflect on their interventions with the help of quizzes and feedback loops. Results Two main challenges are discussed. The most salient challenge was related to the second phase of the VP simulation development. The first was to start the project with divergent conceptions of how to approach the VP simulation—the simulation company’s perspective of a procedural-type approach versus the clinical team’s vision of a narrative approach. As a broad strategy, we came to a mutual understanding to develop a narrative-type VP simulation. It meshed with our conception of a nurse-patient relationship, the values of strengths-based nursing (a collaborative nurse-patient relationship), and the MI’s counseling style. The second challenge was the complexity in designing realistic relational skills in preprogrammed and simulated nurse-patient dialogue while preserving an immersive learning experience. As a broad strategy, we created a collaborative and work-in-progress writing template as a shared working tool. Conclusions Our experience may be helpful to anyone looking for practical cues and guidance in developing narrative VP simulations. As relational skills are used by all nurses—from novices to experts—and other health care practitioners, focusing on this clinical behavior is a good way to ensure the simulation’s adaptability, sustainability, and efficiency.
Collapse
Affiliation(s)
- Geneviève Rouleau
- Research Chair in Innovative Nursing Practices, Montréal, QC, Canada.,Faculty of Nursing, Université Laval, Quebec, QC, Canada
| | - Jérôme Pelletier
- Faculty of Nursing, Université Laval, Quebec, QC, Canada.,Université du Québec à Rimouski, Rimouski, QC, Canada
| | - José Côté
- Research Chair in Innovative Nursing Practices, Montréal, QC, Canada.,University of Montreal Hospital Research Centre, Montreal, QC, Canada.,Faculty of Nursing, Université de Montréal, Montreal, QC, Canada
| | - Marie-Pierre Gagnon
- Faculty of Nursing, Université Laval, Quebec, QC, Canada.,University Hospital Centre of Quebec, Laval University Research Centre, Quebec, QC, Canada.,Institute of Health and Social Services in Primary Care, Research Centre on Healthcare and Services in Primary Care, Quebec, QC, Canada
| | - Valérie Martel-Laferrière
- University of Montreal Hospital Research Centre, Montreal, QC, Canada.,University of Montreal Hospital Centre, Montreal, QC, Canada
| | - Rock Lévesque
- University of Montreal Hospital Centre, Montreal, QC, Canada
| | -
- Please see acknowledgements for a list of collaborators,
| | - Guillaume Fontaine
- Faculty of Nursing, Université de Montréal, Montreal, QC, Canada.,Research Centre, Montreal Heart Institute, Montreal, QC, Canada
| |
Collapse
|
35
|
Abraham O, LeMay S, Bittner S, Thakur T, Stafford H, Brown R. Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review. JMIR Serious Games 2020; 8:e16096. [PMID: 32347811 PMCID: PMC7221639 DOI: 10.2196/16096] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2019] [Revised: 01/23/2020] [Accepted: 02/04/2020] [Indexed: 12/02/2022] Open
Abstract
Background The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use. Objective This systematic review aimed to identify (1) serious games intended to educate patients about medication adherence, education, and safety; (2) types of theoretical frameworks used to develop serious games for medication use; and (3) sampling frames for evaluating serious games on medication use. Methods PubMed, Scopus, and Web of Science databases were searched for literature about medication-based serious games for patients. Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed for article selection. Results Using PRISMA guidelines, 953 publications and 749 unique titles were identified from PubMed, Scopus, and Web of Science. A total of 16 studies featuring 12 unique serious games were included with components of medication adherence, education, and safety, published from 2003 to 2019. Of the 12 games included, eight serious games were tested in adolescents, three games were tested in young adults, and one game was tested in adults. Most studies (n=11) used small sample sizes to test the usability of serious games. Theoretical frameworks identified in the 12 serious games included information, motivation, and behavior theory; social cognitive theory; precede-proceed model; middle-range theory of chronic illness; adult learning theory; experiential learning theory; and the theory of reasoned action. Existing reviews explore serious games focused on the management of specific disease states, such as HIV, diabetes, and asthma, and on the positive impact of serious game education in each respective disease state. Although other reviews target broad topics such as health care gamification and serious games to educate health care workers, no reviews focus solely on medication use. Serious games were mainly focused on improving adherence, whereas medication safety was not widely explored. Little is known about the efficacy and usability of medication-focused serious games often because of small and nonrepresentative sample sizes, which limit the generalizability of existing studies. Conclusions Limited studies exist on serious games for health that incorporate medication use. The findings from these studies focus on developing and testing serious games that teach patients about medication use and safety. Many of these studies do not apply a theoretical framework in the design and assessment of these games. In the future, serious game effectiveness could be improved by increasing study sample size and diversity of study participants, so that the results are generalizable to broader populations. Serious games should describe the extent of theoretical framework incorporated into game design and evaluate success by testing the player’s retention of learning objectives.
Collapse
Affiliation(s)
- Olufunmilola Abraham
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Sarah LeMay
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Sarah Bittner
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Tanvee Thakur
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Haley Stafford
- Social and Administrative Sciences Division, School of Pharmacy, University of Wisconsin-Madison, Madison, WI, United States
| | - Randall Brown
- Department of Family Medicine and Community Health, School of Medicine and Public Health, University of Wisconsin-Madison, Madison, WI, United States
| |
Collapse
|
36
|
Song H, Yi DJ, Park HJ. Validation of a mobile game-based assessment of cognitive control among children and adolescents. PLoS One 2020; 15:e0230498. [PMID: 32196531 PMCID: PMC7083303 DOI: 10.1371/journal.pone.0230498] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/29/2019] [Accepted: 03/03/2020] [Indexed: 12/15/2022] Open
Abstract
Cognitive control is the most fundamental psychological function that underlies the execution of many other psychological functions. A mobile game application could be a useful strategy to evaluate cognitive control in the groups of children and adolescents. Although a serious game that is based on gamification would be an optimal platform for the administration of behavioral and clinical assessments of children and adolescents, most studies on gamification have been conducted among adults and older adults than among children and adolescents. This study aimed to assess cognitive control using a mobile game that used gamification and compared the results to those from traditional neuropsychological tests for children and adolescents. In order to address this objective, this study used a serious game, namely, “CoCon,” which was developed to assess cognitive control in children and adolescents. This study included 100 participants from a community sample (mean age = 11.75 years, ranged from 9 to 16 years, SD = 1.40 years; Male = 59(59%), Female = 41(41%)). The analyses interrogated the relationships among various game behaviors scores of CoCon, the standardized neuropsychological tests (K-WISC-IV, CTT, and Stroop), and self-reporting executive function difficulty questionnaire. As results, a mobile game application-based assessment proved to be a reliable and valid measure of the cognitive control in children and adolescents. The index scores from the CoCon were significantly related to various cognitive control functions and differentiated between the high and low cognitive control groups. Specifically, even though the participants completed the mobile game ‘CoCon’ in their natural habitats, the CoCon scores were comparable to the measures from standard neuropsychological tests. In conclusion, the present findings suggest that mobile games that use advanced technology and sophisticated psychological strategies can serve as a new and expanded platform for the administration of psychological assessments.
Collapse
Affiliation(s)
- Hyunjoo Song
- Department of psychotherapy, the Graduate School of Professional Therapeutic Technology, Seoul Women's University, Seoul, Republic of Korea
| | - Do-Joon Yi
- Department of Psychology, Yonsei University, Seoul, Republic of Korea.,Graduate Program in Cognitive Science, Yonsei University, Seoul, Republic of Korea
| | - Hae-Jeong Park
- Graduate Program in Cognitive Science, Yonsei University, Seoul, Republic of Korea.,Department of Nuclear Medicine, Department of Psychiatry, Yonsei University College of Medicine, Seoul, Republic of Korea.,BK21 PLUS Project for Medical Science, Yonsei University College of Medicine, Seoul, Republic of Korea
| |
Collapse
|
37
|
Ghoman SK, Patel SD, Cutumisu M, von Hauff P, Jeffery T, Brown MRG, Schmölzer GM. Serious games, a game changer in teaching neonatal resuscitation? A review. Arch Dis Child Fetal Neonatal Ed 2020; 105:98-107. [PMID: 31256010 PMCID: PMC6951231 DOI: 10.1136/archdischild-2019-317011] [Citation(s) in RCA: 46] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/11/2019] [Revised: 05/22/2019] [Accepted: 05/31/2019] [Indexed: 12/17/2022]
Abstract
BACKGROUND Neonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives. OBJECTIVE To review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals. METHOD Literature searches of PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, Web of Science and EMBASE databases were performed to identify studies examining serious games in neonatology. All games, such as board games, tabletop games, video games, screen-based simulators, tabletop simulators and virtual reality games were included. RESULTS Twelve serious games were included in this review (four board games, five video games and three virtual reality games). Overall, knowledge improvement was reported for the RETAIN (REsuscitationTrAINing for healthcare professionals) board game (10% increase in knowledge retention) and The Neonatology Game (4.15 points higher test score compared with control). Serious games are increasingly incorporated into Nursing and Medical School Curriculums to reinforce theoretical and practical learning. CONCLUSIONS Serious games have the potential to improve healthcare professionals' knowledge, skills and adherence to the resuscitation algorithm and could enhance access to SBE in resource-intensive and resource-limited areas. Future research should examine important clinical outcomes in newborn infants.
Collapse
Affiliation(s)
- Simran K Ghoman
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Department of Pediatrics, Faculty of Medicine and Dentistry, University of Alberta, Edmonoton, Alberta, Canada
| | - Siddhi D Patel
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Faculty of Science, University of Alberta, Edmonoton, Alberta, Canada
| | - Maria Cutumisu
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Centre for Research in Applied Measurement and Evaluation, University of Alberta, Edmonton, Alberta, Canada
- Department of Computing Science, University of Alberta, Edmonton, Alberta, Canada
| | - Patrick von Hauff
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Academic Technology, Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Thomas Jeffery
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Academic Technology, Faculty of Medicine and Dentistry, University of Alberta, Edmonton, Alberta, Canada
| | - Matthew R G Brown
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Department of Computing Science, University of Alberta, Edmonton, Alberta, Canada
| | - Georg M Schmölzer
- Centre for the Studies of Asphyxia and Resuscitation, Neonatal Research Unit, Royal Alexandra Hospital, Edmonton, Alberta, Canada
- Department of Pediatrics, Faculty of Medicine and Dentistry, University of Alberta, Edmonoton, Alberta, Canada
| |
Collapse
|
38
|
French AJ. Simulation and Modeling Applications in Global Health Security. ADVANCED SCIENCES AND TECHNOLOGIES FOR SECURITY APPLICATIONS 2020. [PMCID: PMC7123972 DOI: 10.1007/978-3-030-23491-1_13] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
Global health security (GHS) is dependent upon having an adequate and prepared health security workforce. There are currently numerous challenges in establishing and maintaining a health security workforce. The frequency and magnitude of disasters have increased significantly over the past 30 years. Current and future GHS threats, both manmade and natural, require a prepared and flexible healthcare provider workforce ready to respond to current or emerging GHS threats. Developing and maintaining GHS -specific skills in the healthcare workforce is a tremendous logistical challenge. Innovative education technologies, including simulation and digital learning, can be leveraged to achieve preparedness for GHS threats. This chapter focuses on the application of modeling and simulation to support Global Health Security planning, preparedness and operations.
Collapse
|
39
|
Friedrich C, Teaford H, Taubenheim A, Sick B. Interprofessional Health Care Escape Room for Advanced Learners. J Nurs Educ 2020; 59:46-50. [DOI: 10.3928/01484834-20191223-11] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/06/2019] [Accepted: 09/23/2019] [Indexed: 11/20/2022]
|
40
|
Chabrier A, Atkinson S, Bonnabry P, Bussières JF. Utilisation des jeux d’évasion en santé : une revue de littérature. Can J Hosp Pharm 2019; 72:388-402. [PMID: 31692626 PMCID: PMC6799964] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
BACKGROUND Many different teaching strategies are used to promote learning in an academic or professional environment. Among these can be noted the emergence of simulation, based on the concept of escape games. OBJECTIVE To identify methodologies relating to the use, design, and implementation of escape games in health care. DATA SOURCES The Pubmed, Embase, and CINAHL databases were searched up to December 3, 2018. STUDY SELECTION All studies focusing on the design or development of escape games in the health care field (published in English or French) were included. DATA EXTRACTION For each study, the country, target population, design, development, method of evaluation, and results were extracted for analysis. DATA SYNTHESIS Seven poster abstracts and 9 published articles were included. Twelve escape games were developed in the United States. They were used in medicine (n = 5), pharmacy (n = 4), nursing (n = 4) and other fields (n = 3), mainly within academic teaching contexts (n = 12) but also in professional settings (n = 4). Their goals were to improve knowledge (n = 8), to increase participants' interest and motivation regarding a specific topic (n = 2), and to improve cohesion and communication within a team (n = 2). Ten of the escape games described in the articles were based on a clinical scenario. Ten of the research teams held debriefings with participants, and one did not; 5 articles did not report information about debriefing. CONCLUSIONS Few data exist concerning the use of escape games in the health care setting, and it is too early to judge the efficiency of this approach to learning. However, growing interest justifies systematic monitoring of the literature to follow the evolution of such strategies and to better understand their place in health care education.
Collapse
Affiliation(s)
- Amélie Chabrier
- travaille à l'Unité de recherche en pratique pharmaceutique, Département de pharmacie, Centre hospitalier universitaire Sainte-Justine, Montréal (Québec). Elle est aussi candidate au Pharm. D. à la Faculté de Pharmacie Philippe Maupas de Tours, France
| | - Suzanne Atkinson
- , B. Pharm., M. Sc., travaille à l'Unité de recherche en pratique pharmaceutique, Département de pharmacie, Centre hospitalier universitaire Sainte-Justine, Montréal (Québec)
| | - Pascal Bonnabry
- , Ph. D., travaille à la pharmacie des Hôpitaux Universitaires de Genève et à la Section des sciences pharmaceutiques, Université de Genève, Université de Lausanne, Genève, Suisse
| | - Jean-François Bussières
- , B. Pharm., M. Sc., M. B. A., FCSHP, FOPQ, travaille à l'Unité de recherche en pratique pharmaceutique, Département de pharmacie, Centre hospitalier universitaire Sainte-Justine, et à la Faculté de pharmacie, Université de Montréal, Montréal (Québec)
| |
Collapse
|
41
|
Houze-Cerfon CH, Vaissié C, Gout L, Bastiani B, Charpentier S, Lauque D. Development and Evaluation of a Virtual Research Environment to Improve Quality of Care in Overcrowded Emergency Departments: Observational Study. JMIR Serious Games 2019; 7:e13993. [PMID: 31397292 PMCID: PMC6705008 DOI: 10.2196/13993] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2019] [Revised: 04/16/2019] [Accepted: 05/31/2019] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Despite a wide range of literature on emergency department (ED) overcrowding, scientific knowledge on emergency physicians' cognitive processes coping with overcrowding is limited. OBJECTIVE This study aimed to develop and evaluate a virtual research environment that will allow us to study the effect of physicians' strategies and behaviors on quality of care in the context of ED overcrowding. METHODS A simulation-based observational study was conducted over two stages: the development of a simulation model and its evaluation. A research environment in emergency medicine combining virtual reality and simulated patients was designed and developed. Afterwards, 12 emergency physicians took part in simulation scenarios and had to manage 13 patients during a 2-hour period. The study outcome was the authenticity of the environment through realism, consistency, and mastering. The realism was the resemblance perceived by the participants between virtual and real ED. The consistency of the scenario and the participants' mastering of the environment was expected for 90% (12/13) of the participants. RESULTS The virtual ED was considered realistic with no significant difference from the real world with respect to facilities and resources, except for the length of time of procedures that was perceived to be shorter. A total of 100% (13/13) of participants deemed that patient information, decision making, and managing patient flow were similar to real clinical practice. The virtual environment was well-mastered by all participants over the course of the scenarios. CONCLUSIONS The new simulation tool, Virtual Research Environment in Emergency Medicine, has been successfully designed and developed. It has been assessed as perfectly authentic by emergency physicians compared with real EDs and thus offers another way to study human factors, quality of care, and patient safety in the context of ED overcrowding.
Collapse
Affiliation(s)
- Charles-Henri Houze-Cerfon
- Emergency Department, Toulouse University Hospital, Toulouse, France.,Institut Toulousain de Simulation en Santé, Toulouse, France.,UMR Education, Formation, Travail, Savoir, University Toulouse 2 Jean Jaures, Maison de la Recherche, Toulouse, France
| | | | - Laurent Gout
- Emergency Department, Toulouse University Hospital, Toulouse, France
| | - Bruno Bastiani
- UMR Education, Formation, Travail, Savoir, University Toulouse 2 Jean Jaures, Maison de la Recherche, Toulouse, France
| | | | - Dominique Lauque
- Emergency Department, Toulouse University Hospital, Toulouse, France
| |
Collapse
|
42
|
Awan O, Dey C, Salts H, Brian J, Fotos J, Royston E, Braileanu M, Ghobadi E, Powell J, Chung C, Auffermann W. Making Learning Fun: Gaming in Radiology Education. Acad Radiol 2019; 26:1127-1136. [PMID: 31005406 DOI: 10.1016/j.acra.2019.02.020] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2018] [Revised: 02/21/2019] [Accepted: 02/26/2019] [Indexed: 01/01/2023]
Abstract
With continued technologic advances, it is not surprising that gaming techniques are increasingly being used in radiology residency programs. This comprehensive review on gaming in radiology education offers insight into the importance of gaming, types of games and principles utilized in gaming, as well as applications that are inherent in artificial intelligence and continued medical education. The advantages and disadvantages of gaming will be considered, as well as barriers to successful adoption of gaming.
Collapse
Affiliation(s)
- Omer Awan
- University of Maryland School of Medicine, 655 W. Baltimore Street, Baltimore, MD, 21201.
| | - Courtney Dey
- Eastern Virginia Medical School, Norfolk, Virginia.
| | - Hayden Salts
- Eastern Virginia Medical School, Norfolk, Virginia.
| | - James Brian
- Penn State Hershey Medical Center, Hershey, Pennsylvania.
| | - Joseph Fotos
- Penn State Hershey Medical Center, Hershey, Pennsylvania.
| | | | | | | | - Jason Powell
- Wake Forest Baptist Health, Winston-Salem, North Carolina.
| | | | | |
Collapse
|
43
|
Jacquier A, Briot M, Barillot G, Deroo O, Monnien F, Hurlot Q, Frenois FX, Aubin F, Degano B, Reffay C, Valmary-Degano S. ["Discovering Pathology", a serious game dedicated to the discovery of pathology for medical students]. Ann Pathol 2019; 39:151-157. [PMID: 30704896 DOI: 10.1016/j.annpat.2018.12.002] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/22/2018] [Revised: 11/27/2018] [Accepted: 12/09/2018] [Indexed: 11/24/2022]
Abstract
The serious game is a digital concept whose intention is to combine serious aspects with the playful springs of video games. Educational, learning and communication tool's, their production has been growing steadily since the 2000s. France has become the world's second largest producer of serious games, behind the United States of America. Gradually essential in health care, they invite themselves to universities to support medical and paramedical education. We aim to create a serious game designed to introduce anatomy and pathological cytology to medical students. The project is taking place in the University of Franche-Comté and the University Hospital of Besançon. The themes addressed refer to the program of French Pathologists College's. The game structure's makes to follow the progress of a sample within a laboratory and relies on the combined use of macroscopic images and digitized slides to build a diagnosis. By using computer support for video games, this type of teaching tool aims to challenge students and increase their motivation. This non-profit pilot game will be accessible to students of the University of Franche-Comté, on the internet, in January 2019. Developed in French and English, it will then be made available to other universities wishing to use this type of educational tool.
Collapse
Affiliation(s)
- Anthony Jacquier
- Service d'anatomie et cytologie pathologiques, CHU Besançon, 3, boulevard Alexandre-Fleming, 25000 Besançon, France; Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France
| | - Marc Briot
- Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France
| | - Gilles Barillot
- Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France
| | - Olivier Deroo
- Service d'anatomie et cytologie pathologiques, CHU Besançon, 3, boulevard Alexandre-Fleming, 25000 Besançon, France; Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France
| | - Franck Monnien
- Service d'anatomie et cytologie pathologiques, CHU Besançon, 3, boulevard Alexandre-Fleming, 25000 Besançon, France
| | - Quentin Hurlot
- Service d'anatomie et cytologie pathologique, IUCT-Oncopole-CHU Toulouse, 1, avenue Irène-Joliot-Curie, 31100 Toulouse, France
| | - François-Xavier Frenois
- Service d'anatomie et cytologie pathologique, IUCT-Oncopole-CHU Toulouse, 1, avenue Irène-Joliot-Curie, 31100 Toulouse, France
| | - François Aubin
- Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France
| | - Bruno Degano
- Service de pneumologie, CHU de Grenoble Alpes CS10217, 38043 Grenoble cedex 9, France
| | - Christophe Reffay
- Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France; Équipe d'accueil EA 4661 ELLIADD (édition, littératures, langages, informatique, arts, didactique, discours), 30-32, rue Mégevand, CS 81807, 25030 Besançon cedex, France
| | - Séverine Valmary-Degano
- Service d'anatomie et cytologie pathologiques, CHU Besançon, 3, boulevard Alexandre-Fleming, 25000 Besançon, France; Université de Franche-Comté, 1, rue Claude-Goudimel, 25030 Besançon, France; Service d'anatomie et cytologie pathologiques, CHU de Grenoble Alpes CS10217, 38043 Grenoble cedex 9, France.
| |
Collapse
|
44
|
Gómez-Urquiza JL, Gómez-Salgado J, Albendín-García L, Correa-Rodríguez M, González-Jiménez E, Cañadas-De la Fuente GA. The impact on nursing students' opinions and motivation of using a "Nursing Escape Room" as a teaching game: A descriptive study. NURSE EDUCATION TODAY 2019; 72:73-76. [PMID: 30453202 DOI: 10.1016/j.nedt.2018.10.018] [Citation(s) in RCA: 97] [Impact Index Per Article: 19.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/16/2018] [Revised: 08/02/2018] [Accepted: 10/31/2018] [Indexed: 06/09/2023]
Abstract
BACKGROUND According to previous studies on nursing education, although the use of games can produce positive results, the vast majority are based on questions and answers or on clinical situations. As an alternative, the 'Escape Room' teaching game is a much more dynamic option to asses theoretical and practical knowledge, and it may also promote teamwork and the ability to perform under pressure. OBJECTIVES To analyse nursing students' opinions and study motivations after using the nursing 'Escape Room' teaching game. DESIGN Cross-sectional descriptive study. PARTICIPANTS Second-year nursing students enrolled in the 'Adult Nursing 1' subject. METHOD After completing the teaching game, the students who had taken part in it were asked to fill in an ad-hoc questionnaire on the matter. In this game, students have 30 min in which they must solve the riddles and puzzles presented, and thus escape. In doing so, they must demonstrate both theoretical and practical knowledge, and a teacher will remain in the classroom to assess whether the nursing techniques in question are correctly performed. RESULTS The nursing students who took part in the game strongly believed that this 'helped them learn the subject' (4.8 points) and that 'more games of this type should be included in their nursing studies' (4.8 points). Overall, they considered that 'the game was enjoyable' (4.6 points), 'helped them in the exam' (4.6 points), and 'motivated them to study' (4.5 points). CONCLUSIONS The 'Escape Room' is a useful game; it stimulates learning, is fun to play, and motivates studying.
Collapse
Affiliation(s)
- Jose L Gómez-Urquiza
- Faculty of Health Sciences, University of Granada, Avenida de la Ilustración S/N, Postal Code: 18016 Granada, Spain.
| | - Juan Gómez-Salgado
- Department of Nursing, University of Huelva, Avenida Tres de Marzo, S/N, Postal Code: 21071 Huelva, Spain; University Espíritu Santo, Guayaquil, Ecuador
| | - Luis Albendín-García
- Faculty of Health Sciences, University of Granada, Avenida de la Ilustración S/N, Postal Code: 18016 Granada, Spain.
| | - María Correa-Rodríguez
- Faculty of Health Sciences, University of Granada, Avenida de la Ilustración S/N, Postal Code: 18016 Granada, Spain.
| | - Emilio González-Jiménez
- Faculty of Health Sciences, University of Granada, Avenida de la Ilustración S/N, Postal Code: 18016 Granada, Spain.
| | | |
Collapse
|
45
|
Nijhof SL, Vinkers CH, van Geelen SM, Duijff SN, Achterberg EM, van der Net J, Veltkamp RC, Grootenhuis MA, van de Putte EM, Hillegers MH, van der Brug AW, Wierenga CJ, Benders MJ, Engels RC, van der Ent CK, Vanderschuren LJ, Lesscher HM. Healthy play, better coping: The importance of play for the development of children in health and disease. Neurosci Biobehav Rev 2018; 95:421-429. [DOI: 10.1016/j.neubiorev.2018.09.024] [Citation(s) in RCA: 51] [Impact Index Per Article: 8.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2018] [Revised: 08/27/2018] [Accepted: 09/26/2018] [Indexed: 12/20/2022]
|
46
|
Friedrich C, Teaford H, Taubenheim A, Boland P, Sick B. Escaping the professional silo: an escape room implemented in an interprofessional education curriculum. J Interprof Care 2018; 33:573-575. [PMID: 30362849 DOI: 10.1080/13561820.2018.1538941] [Citation(s) in RCA: 41] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/28/2022]
Abstract
Communication skills among healthcare professionals are a necessary component in ensuring quality outcomes for patients. This report describes the design and curricular implementation of an interprofessional escape room, an innovative way to promote communication and positive team dynamics among students. In this interactive, serious game, teams of approximately eight interprofessional participants were provided with a fictitious patient case in a simulated hospital environment. Within a 45-minute time limit, students needed to use objects in the room to solve a series of puzzles to successfully complete the room by addressing all the patient's needs. A facilitated debrief following the activity allowed participants to reflect on their communication skills and teamwork during the experience. A total of thirty students across seven professions piloted the activity, and 181 students across five professions participated in the activity as part of an academic course. Feedback from students was collected on a seven-point Likert scale and revealed the value of an interprofessional escape room in academia. This report, which describes what appears to be the first interprofessional health care escape room within an IPE curriculum, demonstrates the value of the escape room in encouraging teamwork, facilitating communication, and promoting interprofessionalism.
Collapse
Affiliation(s)
- Cheri Friedrich
- School of Nursing, University of Minnesota , Minneapolis , MN , USA
| | - Hilary Teaford
- School of Pharmacy, University of Minnesota , Minneapolis , MN , USA
| | - Ally Taubenheim
- School of Nursing, University of Minnesota , Minneapolis , MN , USA
| | - Patrick Boland
- Department of Internal Medicine, New York University Langone Medical Center , New York , NY , USA
| | - Brian Sick
- Internal Medicine, University of Minnesota , Minneapolis, MN , USA
| |
Collapse
|
47
|
Olszewski AE, Daniel DA, Stein DR, McCulloch MI, Su SW, Hames DL, Wolbrink TA. Teaching Pediatric Peritoneal Dialysis Globally through Virtual Simulation. Clin J Am Soc Nephrol 2018; 13:900-906. [PMID: 29720505 PMCID: PMC5989666 DOI: 10.2215/cjn.10460917] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2017] [Accepted: 02/20/2018] [Indexed: 11/23/2022]
Abstract
BACKGROUND AND OBJECTIVES Despite the increasing prevalence of childhood kidney disease worldwide, there is a shortage of clinicians trained to provide peritoneal dialysis (PD). E-learning technologies may provide a solution to improve knowledge in PD. We describe the development of a virtual PD simulator and report the first 22 months of online usage. DESIGN, SETTING, PARTICIPANTS, & MEASUREMENTS The PD simulator was developed and released on OPENPediatrics in January of 2016. A prospective study of international, multidisciplinary healthcare providers was conducted from January of 2016 through October of 2017. User action data were analyzed with descriptive statistics and linear regression. Paired t tests compared user pre- and post-test scores. User satisfaction was assessed by survey. RESULTS The simulator was accessed by 1066 users in 70 countries. Users spent a median of 35 minutes (interquartile range [IQR] 14-84) in the simulator. Users who completed the structured learning curriculum (n=300) spent a median of 85 minutes (IQR 46-95), and those who completed the entire simulator (n=63) spent a median of 122 minutes (IQR 69-195). Users who completed the simulator were more likely to scroll through text and access the simulator in multiple sessions. The 300 users that completed testing showed statistically significant increases in the post- versus pretest scores, with a mean increase of 36.4 of 100 points, SD 19.9 (95% confidence interval, 34.1 to 38.6, P<0.001). Eighty-seven percent (20 of 23) of survey respondents felt the simulator was relevant to their clinical practice, and 78% (18 of 23) would recommend it to others. CONCLUSIONS This is the first reported virtual PD simulator. Increased test scores were observed between pre- and post-tests by clinicians who completed testing, across disciplines, training levels, and resource settings.
Collapse
Affiliation(s)
- Aleksandra E. Olszewski
- Department of Pediatrics, University of Washington/Seattle Children’s Hospital, Seattle, Washington
| | - Dennis A. Daniel
- Department of Anesthesiology, Critical Care and Pain Medicine, Boston Children’s Hospital and the Department of Anaesthesia, Harvard Medical School, Boston, Massachusetts
| | - Deborah R. Stein
- Division of Nephrology, Boston Children’s Hospital, Boston, Massachusetts
| | - Mignon I. McCulloch
- Division of Pediatric Nephrology, Red Cross Children’s Hospital, Cape Town, South Africa; and
| | - Sharon W. Su
- Division of Pediatric Nephrology, Randall Children’s Hospital, Portland, Oregon
| | - Daniel L. Hames
- Department of Anesthesiology, Critical Care and Pain Medicine, Boston Children’s Hospital and the Department of Anaesthesia, Harvard Medical School, Boston, Massachusetts
| | - Traci A. Wolbrink
- Department of Anesthesiology, Critical Care and Pain Medicine, Boston Children’s Hospital and the Department of Anaesthesia, Harvard Medical School, Boston, Massachusetts
| |
Collapse
|
48
|
Maheu-Cadotte MA, Cossette S, Dubé V, Fontaine G, Mailhot T, Lavoie P, Cournoyer A, Balli F, Mathieu-Dupuis G. Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol. BMJ Open 2018; 8:e019871. [PMID: 29549206 PMCID: PMC5857654 DOI: 10.1136/bmjopen-2017-019871] [Citation(s) in RCA: 45] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
Abstract
INTRODUCTION Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals' and students' education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students. METHODS AND ANALYSIS A systematic search of the literature will be conducted using a combination of medical subject headings terms and keywords in Cumulative Index of Nursing and Allied Health, Embase, Education Resources Information Center, PsycInFO, PubMed and Web of Science. Studies assessing SGs on engagement and educational outcomes will be included. Two independent reviewers will conduct the screening as well as the data extraction process. The risk of bias of included studies will also be assessed by two reviewers using the Effective Practice and Organisation of Care criteria. Data regarding DEs in SGs will first be synthesised qualitatively. A meta-analysis will then be performed, if the data allow it. Finally, the quality of the evidence regarding the effectiveness of SGs on each outcome will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach. ETHICS AND DISSEMINATION As this systematic review only uses already collected data, no Institutional Review Board approval is required. Its results will be submitted in a peer-reviewed journal by the end of 2018. PROSPERO REGISTRATION NUMBER CRD42017077424.
Collapse
Affiliation(s)
- Marc-André Maheu-Cadotte
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
- Centre de recherche du Centre hospitalier de l'Université de Montréal, Montreal, Canada
| | - Sylvie Cossette
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
| | - Véronique Dubé
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
| | - Guillaume Fontaine
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
| | - Tanya Mailhot
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Department of Anesthesiology, Faculty of Medicine, Université de Montréal, Montreal, Canada
| | - Patrick Lavoie
- William F Connell School of Nursing, Boston College, Boston, Massachusetts, USA
| | - Alexis Cournoyer
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Resident in Medicine, Clinician-Scientist Program, Université de Montreal, Montréal, Montreal, Canada
- Hôpital du Sacré-Cœur de Montréal, Montreal, Canada
| | | | | |
Collapse
|
49
|
Johnston L, Williams SB, Ades A. Education for ECMO providers: Using education science to bridge the gap between clinical and educational expertise. Semin Perinatol 2018; 42:138-146. [PMID: 29336833 DOI: 10.1053/j.semperi.2017.12.010] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
A well-organized educational curriculum for the training of both novice and experienced ECMO providers is critical for the continued function of an institutional ECMO program. ELSO provides guidance for the education for ECMO specialists, physicians and staff, which incorporates "traditional" instructor-centered educational methods, such as didactic lectures and technical skill training. Novel research suggests utilization of strategies that align with principles of adult learning to promote active learner involvement and reflection on how the material can be applied to understand existing and new constructs may be more effective. Some examples include the "flipped classroom," e-learning, simulation, and interprofessional education. These methodologies have been shown to improve active participation, which can be related to improvements in understanding and long-term retention. A novel framework for ECMO training is considered. Challenges in assessment and credentialing are also discussed.
Collapse
Affiliation(s)
- Lindsay Johnston
- Division of Neonatal-Perinatal Medicine, Yale University School of Medicine, New Haven, CT; Yale-New Haven Children's Hospital, New Haven, CT.
| | | | - Anne Ades
- Children's Hospital of Philadelphia, Philadelphia, PA; Division of Neonatology, Department of Pediatrics, Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA
| |
Collapse
|
50
|
Mishori R, Kureshi S, Ferdowsian H. War games: using an online game to teach medical students about survival during conflict 'When my survival instincts kick in, what am I truly capable of in times of conflict?'. Med Confl Surviv 2017; 33:250-262. [PMID: 29206060 DOI: 10.1080/13623699.2017.1406439] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
- Ranit Mishori
- a Family Medicine , Georgetown University School of Medicine , Washington , DC , USA
| | - Sarah Kureshi
- a Family Medicine , Georgetown University School of Medicine , Washington , DC , USA
| | - Hope Ferdowsian
- b Department of Medicine , University of New Mexico School of Medicine , Albuquerque , NM , USA
| |
Collapse
|