Little Patients, Big Tasks - A Pediatric Emergency Medicine Escape Room.

Journal of education & teaching in emergency medicine Pub Date : 2023-10-31 eCollection Date: 2023-10-01 DOI:10.21980/J89W70
Jessica Pelletier, Ernesto Romo, Bryan Feinstein, Charles Smith, Gina Pellerito, Alexander Croft
{"title":"Little Patients, Big Tasks - A Pediatric Emergency Medicine Escape Room.","authors":"Jessica Pelletier, Ernesto Romo, Bryan Feinstein, Charles Smith, Gina Pellerito, Alexander Croft","doi":"10.21980/J89W70","DOIUrl":null,"url":null,"abstract":"<p><strong>Audience: </strong>The target audience for this small group session is post-graduate year (PGY) 1-4 emergency medicine (EM) residents, pediatric EM (PEM) fellows, and medical students.</p><p><strong>Introduction: </strong>Pediatric emergency department visits have been declining since the start of the COVID-19 pandemic, leading to decreased exposure to pediatric emergency care for EM residents and other learners in the ED.1 This is a major problem, given that the Accreditation Council for Graduate Medical Education (ACGME) mandates that a minimum of 20% of patient encounters or five months of training time for EM residents must occur with pediatric patients, with at least 50% of that time spent in the ED setting.2,3 A minimum of 12 months must be spent in the pediatric ED for PEM fellows,2 and an average of 7.1 weeks of medical school are spent in pediatric clerkships.4 This decrease in pediatrics exposure in the post-pandemic environment can be addressed through simulation and gamification. We selected the gamification method of an escape room to create an engaging environment in which learners could interface with key pediatric emergency medicine clinical concepts via group learning.</p><p><strong>Educational objectives: </strong>By the end of this small group exercise, learners will be able to:Demonstrate appropriate dosing of pediatric code and resuscitation medicationsRecognize normal pediatric vital signs by ageDemonstrate appropriate use of formulas to calculate pediatric equipment sizes and insertion depthsRecognize classic pediatric murmursAppropriately diagnose congenital cardiac conditionsRecognize abnormal pediatric electrocardiograms (ECGs)Identify life-threatening pediatric conditionsDemonstrate intraosseous line (IO) insertion on a pediatric modelDemonstrate appropriate use of the Neonatal Resuscitation Protocol (NRP<sup>®</sup>) algorithms.</p><p><strong>Educational methods: </strong>An escape room - a form of gamification - was utilized to engage the learners in active learning. Gamification is an increasingly popular educational technique being utilized in graduate medical education and refers to the conversion of serious, non-trivial material into a fun activity fashioned like a game in order to enhance engagement in learning.5 This educational method seeks to enhance knowledge, attitudes, and skills via components of games - such as puzzles and prizes - outside of the context of a traditional game.6 Though high-quality research data on the effectiveness of gamification methods in graduate medical education is limited, studies have shown that gamification enhances learning, attitudes, and behaviors.5,7 One randomized, clinical-controlled trial investigating the use of gamification to enhance patient outcomes found that patients of primary care physicians randomized to the gamification group reached blood pressure targets faster than in the control group.8 Escape rooms as a modality for education have been suggested to improve active learning and enhance learner engagement in the learning process.9 In an escape room, learners are \"locked\" in an artificial environment (whether digitally or in person) and must utilize their group or individual knowledge to solve puzzles and escape from their \"entrapment.\"9,10 Escape rooms utilized as part of EM residency didactic training have demonstrated learner enthusiasm,11,12 desire to repeat the activity again,13 preference for escape rooms over traditional learning methods,14,15 improved confidence in communication and leadership skills,11,15 and improvement scores from pre- to post-testing.16We developed an escape room in which learners were divided into teams and informed that they would need to \"escape\" from our resident lounge by successfully completing all nine stations. The first team to complete all nine stations would win a prize. Only after the last team completed the ninth station and debriefing was complete could all teams be \"freed\" from the escape room.</p><p><strong>Research methods: </strong>Learners provided anonymous online survey feedback regarding the quality of the educational content and the efficacy of the delivery method.</p><p><strong>Results: </strong>A post-participation survey was disseminated to 55 residents, 32 of whom attended the PEM Escape Room, with a response rate of 9% (3/32 residents). One hundred percent of respondents felt that the activity content was applicable to their needs as an emergency physician. The session was rated as excellent by 33.3% of respondents, and 66.7% of respondents rated the session as above average. A second survey was disseminated seven months after the event to the 24 remaining residents who attended the event, with a response rate of 46% (11/24 residents); eight attendees had graduated at the time of this survey dissemination. Results of the second survey indicated that 100% (24/24 residents) felt that the activity content was applicable to their needs as an emergency physician, 73% (17/24 residents) rated the session as excellent, and 27% (7/24 residents) rated the session as above average.</p><p><strong>Discussion: </strong>Though we received limited survey responses (3/32 on the first survey and 11/24 on the second survey), respondents felt that the educational content met their learning needs and was of high quality. We had six faculty members present to facilitate the escape room while there were four groups of residents (eight per group). The ideal faculty to resident ratio would be one faculty member per group with three to six players, based on prior literature showing that teams of more than six players take longer to complete escape room tasks.17,18 We also recognized the importance of sending out the feedback survey link early because we believe the delay in our survey being emailed to the residents contributed to the low response rate (three trainees).One participant provided the following feedback: \"I think the 'escape room' struck an excellent balance with regard to trying to address knowledge that was relevant but also obscure or difficult enough that group/collaborative effort was required. I enjoyed the process and low stakes atmosphere.\" This quote nicely summarizes our take-aways: That the PEM escape room incorporates key tenets of adult learning theory. Also known as andragogy, adult learning theory posits that adult learners are self-directed, have prior life experiences that shape their learning process, learn for practical reasons (ie, choose to learn in order to fulfill the demands of their social role), and are problem-oriented in their learning.19 Though andragogy does not technically apply only to adults (as many children are self-directed learners),20 having an understanding of the practical and experiential nature via which adults approach learning allows the adult educator to appropriately cater educational activities to meet the adult learner's needs.This escape room aligned with the core tenets of adult learning theory in several ways. Specifically, residents were given autonomy of participation in the escape room and thus had to take initiative to promote their own learning.21 Topics featured in the escape room stations were selected based on their clinical challenges and high-yield for board examinations and patient care, making their relevance immediately obvious to learners; this is a key feature of catering to adult learners.22 The escape room provided a comfortable and collegial environment in which residents felt comfortable learning, fostering an ideal setting for mature learners.21 Direct and immediate feedback are key components of adult learning theory, and faculty members were physically present to provide feedback at each escape room station.22 Finally, working in teams required the learners to engage in active learning rather than acting as passive recipients of cognitive information.21 Thus, the PEM escape room serves as an ideal framework to meet the needs of the adult learner.</p><p><strong>Topics: </strong>Pediatrics, emergency medicine, pediatric emergency medicine.</p>","PeriodicalId":73721,"journal":{"name":"Journal of education & teaching in emergency medicine","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10631808/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of education & teaching in emergency medicine","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21980/J89W70","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/10/1 0:00:00","PubModel":"eCollection","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Audience: The target audience for this small group session is post-graduate year (PGY) 1-4 emergency medicine (EM) residents, pediatric EM (PEM) fellows, and medical students.

Introduction: Pediatric emergency department visits have been declining since the start of the COVID-19 pandemic, leading to decreased exposure to pediatric emergency care for EM residents and other learners in the ED.1 This is a major problem, given that the Accreditation Council for Graduate Medical Education (ACGME) mandates that a minimum of 20% of patient encounters or five months of training time for EM residents must occur with pediatric patients, with at least 50% of that time spent in the ED setting.2,3 A minimum of 12 months must be spent in the pediatric ED for PEM fellows,2 and an average of 7.1 weeks of medical school are spent in pediatric clerkships.4 This decrease in pediatrics exposure in the post-pandemic environment can be addressed through simulation and gamification. We selected the gamification method of an escape room to create an engaging environment in which learners could interface with key pediatric emergency medicine clinical concepts via group learning.

Educational objectives: By the end of this small group exercise, learners will be able to:Demonstrate appropriate dosing of pediatric code and resuscitation medicationsRecognize normal pediatric vital signs by ageDemonstrate appropriate use of formulas to calculate pediatric equipment sizes and insertion depthsRecognize classic pediatric murmursAppropriately diagnose congenital cardiac conditionsRecognize abnormal pediatric electrocardiograms (ECGs)Identify life-threatening pediatric conditionsDemonstrate intraosseous line (IO) insertion on a pediatric modelDemonstrate appropriate use of the Neonatal Resuscitation Protocol (NRP®) algorithms.

Educational methods: An escape room - a form of gamification - was utilized to engage the learners in active learning. Gamification is an increasingly popular educational technique being utilized in graduate medical education and refers to the conversion of serious, non-trivial material into a fun activity fashioned like a game in order to enhance engagement in learning.5 This educational method seeks to enhance knowledge, attitudes, and skills via components of games - such as puzzles and prizes - outside of the context of a traditional game.6 Though high-quality research data on the effectiveness of gamification methods in graduate medical education is limited, studies have shown that gamification enhances learning, attitudes, and behaviors.5,7 One randomized, clinical-controlled trial investigating the use of gamification to enhance patient outcomes found that patients of primary care physicians randomized to the gamification group reached blood pressure targets faster than in the control group.8 Escape rooms as a modality for education have been suggested to improve active learning and enhance learner engagement in the learning process.9 In an escape room, learners are "locked" in an artificial environment (whether digitally or in person) and must utilize their group or individual knowledge to solve puzzles and escape from their "entrapment."9,10 Escape rooms utilized as part of EM residency didactic training have demonstrated learner enthusiasm,11,12 desire to repeat the activity again,13 preference for escape rooms over traditional learning methods,14,15 improved confidence in communication and leadership skills,11,15 and improvement scores from pre- to post-testing.16We developed an escape room in which learners were divided into teams and informed that they would need to "escape" from our resident lounge by successfully completing all nine stations. The first team to complete all nine stations would win a prize. Only after the last team completed the ninth station and debriefing was complete could all teams be "freed" from the escape room.

Research methods: Learners provided anonymous online survey feedback regarding the quality of the educational content and the efficacy of the delivery method.

Results: A post-participation survey was disseminated to 55 residents, 32 of whom attended the PEM Escape Room, with a response rate of 9% (3/32 residents). One hundred percent of respondents felt that the activity content was applicable to their needs as an emergency physician. The session was rated as excellent by 33.3% of respondents, and 66.7% of respondents rated the session as above average. A second survey was disseminated seven months after the event to the 24 remaining residents who attended the event, with a response rate of 46% (11/24 residents); eight attendees had graduated at the time of this survey dissemination. Results of the second survey indicated that 100% (24/24 residents) felt that the activity content was applicable to their needs as an emergency physician, 73% (17/24 residents) rated the session as excellent, and 27% (7/24 residents) rated the session as above average.

Discussion: Though we received limited survey responses (3/32 on the first survey and 11/24 on the second survey), respondents felt that the educational content met their learning needs and was of high quality. We had six faculty members present to facilitate the escape room while there were four groups of residents (eight per group). The ideal faculty to resident ratio would be one faculty member per group with three to six players, based on prior literature showing that teams of more than six players take longer to complete escape room tasks.17,18 We also recognized the importance of sending out the feedback survey link early because we believe the delay in our survey being emailed to the residents contributed to the low response rate (three trainees).One participant provided the following feedback: "I think the 'escape room' struck an excellent balance with regard to trying to address knowledge that was relevant but also obscure or difficult enough that group/collaborative effort was required. I enjoyed the process and low stakes atmosphere." This quote nicely summarizes our take-aways: That the PEM escape room incorporates key tenets of adult learning theory. Also known as andragogy, adult learning theory posits that adult learners are self-directed, have prior life experiences that shape their learning process, learn for practical reasons (ie, choose to learn in order to fulfill the demands of their social role), and are problem-oriented in their learning.19 Though andragogy does not technically apply only to adults (as many children are self-directed learners),20 having an understanding of the practical and experiential nature via which adults approach learning allows the adult educator to appropriately cater educational activities to meet the adult learner's needs.This escape room aligned with the core tenets of adult learning theory in several ways. Specifically, residents were given autonomy of participation in the escape room and thus had to take initiative to promote their own learning.21 Topics featured in the escape room stations were selected based on their clinical challenges and high-yield for board examinations and patient care, making their relevance immediately obvious to learners; this is a key feature of catering to adult learners.22 The escape room provided a comfortable and collegial environment in which residents felt comfortable learning, fostering an ideal setting for mature learners.21 Direct and immediate feedback are key components of adult learning theory, and faculty members were physically present to provide feedback at each escape room station.22 Finally, working in teams required the learners to engage in active learning rather than acting as passive recipients of cognitive information.21 Thus, the PEM escape room serves as an ideal framework to meet the needs of the adult learner.

Topics: Pediatrics, emergency medicine, pediatric emergency medicine.

小病人,大任务——儿童急诊医学逃生室。
受众:这个小组会议的目标受众是研究生一年级(PGY) 1-4急诊医学(EM)住院医师,儿科EM (PEM)研究员和医学生。作品简介:儿科急诊以来一直在下降COVID-19大流行,导致减少暴露在儿科急救护理ED.1 EM居民和其他学习者的这是一个重大的问题,考虑到研究生医学教育鉴定委员会(毕业)要求至少20%的病人接触或EM居民五个月的培训时间与儿科患者必须发生,至少有50%的时间在ED设置。PEM研究员必须至少在儿科急诊科度过12个月2,平均7.1周的医学院儿科见习时间4在大流行后的环境中,儿科接触的减少可以通过模拟和游戏化来解决。我们选择了逃生室的游戏化方法来创造一个吸引人的环境,在这个环境中,学习者可以通过小组学习来了解关键的儿科急诊医学临床概念。教育目标:在这个小组练习结束时,学习者将能够:演示儿科代码和复苏药物的适当剂量,按年龄识别正常的儿科生命体征,演示正确使用公式来计算儿科设备的尺寸和插入深度,识别经典的儿科低语,适当诊断先天性心脏病,识别异常的儿科心电图,识别危及生命的儿科疾病,演示儿科骨内线(IO)插入示范正确使用新生儿复苏方案(NRP®)算法。教育方法:利用逃生室——一种游戏化形式——使学习者参与主动学习。游戏化是一种越来越流行的教育技术,被用于研究生医学教育,指的是将严肃的、不琐碎的材料转化为一种有趣的活动,就像游戏一样,以提高学习的参与度这种教育方法旨在通过游戏的组成部分——如谜题和奖品——在传统游戏的背景之外提高知识、态度和技能虽然关于游戏化方法在研究生医学教育中的有效性的高质量研究数据有限,但研究表明,游戏化可以提高学习、态度和行为。一项随机的临床对照试验调查了游戏化治疗对患者预后的影响,结果发现,被随机分到游戏化组的初级保健医生的患者比对照组的患者更快地达到了血压目标密室逃生作为一种教育方式被认为可以改善主动学习,提高学习者在学习过程中的参与度在逃生室中,学习者被“锁”在一个人工环境中(无论是数字环境还是现实环境),必须利用他们的群体或个人知识来解决谜题并逃离他们的“陷阱”。“9,10逃生室作为EM住院医师教学培训的一部分已经证明了学习者的热情,11,12再次重复活动的愿望,13比传统的学习方法更喜欢逃生室,14,15提高了沟通和领导技能的信心,11,15提高了测试前和测试后的分数。”我们设计了一个逃生室,学生们被分成小组,并被告知他们需要通过成功完成所有九个站来“逃离”我们的住宿休息室。第一个完成所有9个空间站的团队将获得奖励。只有在最后一个小组完成第九站并完成汇报后,所有小组才能从逃生室“释放”出来。研究方法:学习者对教学内容的质量和教学方式的效果进行匿名在线调查反馈。结果:向55名居民发放了参与后调查问卷,其中32人参加了PEM逃生室,回复率为9%(3/32名居民)。百分之百的受访者认为活动内容适合他们作为急诊医生的需要。33.3%的回答者评价为优秀,66.7%的回答者评价为中等以上。第二次调查在活动结束7个月后分发给参加活动的24名居民,回复率为46%(11/24名居民);在本次调查发布时,已有8名与会者毕业。第二次调查结果显示,100%(24/24)的住院医生认为活动内容符合他们作为急诊医生的需求,73%(17/24)的住院医生认为活动内容优秀,27%(7/24)的住院医生认为活动内容中等以上。 讨论:虽然我们收到的调查反馈有限(第一次为3/32,第二次为11/24),但受访者认为教育内容满足了他们的学习需求,质量很高。我们有六名教职员工在场,以方便逃生室,而有四组居民(每组八人)。根据之前的文献显示,超过6名玩家的团队需要更长的时间来完成密室逃生任务,理想的教师与居民比例应该是每组有一名教师,每组有3到6名玩家。17,18我们也认识到尽早发送反馈调查链接的重要性,因为我们认为我们的调查延迟通过电子邮件发送给居民,导致了低回复率(三个学员)。一位与会者提供了以下反馈:“我认为‘密室逃生’在试图解决相关但又足够模糊或困难的知识方面取得了很好的平衡,因此需要团队/协作努力。我喜欢这个过程和低风险的氛围。”这句话很好地总结了我们的结论:PEM逃生室包含了成人学习理论的关键原则。成人学习理论也被称为“男性学”,它认为成人学习者是自我导向的,有塑造他们学习过程的先前生活经验,为实际原因而学习(即,选择学习是为了满足他们的社会角色的要求),并且在学习中以问题为导向虽然成人教育学在技术上并不只适用于成人(因为许多儿童都是自主学习者),但是,对成人学习的实践和经验本质的理解,使成人教育者能够适当地满足成人学习者的需要。这个密室在几个方面符合成人学习理论的核心原则。具体来说,居民被赋予了参与密室的自主权,因此必须主动促进自己的学习逃生室站点的特色主题是根据其临床挑战和董事会检查和患者护理的高收益来选择的,使其与学习者的相关性立即显而易见;这是迎合成人学习者的一个关键特点密室提供了一个舒适的、合议的学习环境,使居住者感到舒适,为成熟的学习者提供了一个理想的环境直接和即时的反馈是成人学习理论的关键组成部分,教师们在每个逃生室站都亲自到场提供反馈最后,在团队中工作要求学习者主动学习,而不是被动地接受认知信息因此,PEM逃生室是满足成人学习者需求的理想框架。主题:儿科学、急诊医学、儿科急诊医学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
10 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信