Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-07-17 DOI:10.2196/54703
Jun Wen Tan, Gabriel Tan, Xia Lian, Darren Kai Siang Chong, Preman Rajalingam, Rinkoo Dalan, Sreenivasulu Reddy Mogali
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引用次数: 0

Abstract

Background: Though the prevalence of diabetes is set to increase, most serious game solutions typically target patient self-management and education. Few games target health care professions education, and even fewer consider the factors that may increase their efficacies. The impact of facilitation, a prominent feature of health professions education, is examined in the context of a rehearsal-based diabetes management serious game.

Objective: In this mixed methods, open-label, superiority randomized controlled trial, we compare student performance, attitudes, and perceptions of a rehearsal-based diabetes management game for health care professionals.

Methods: Student participants were randomized into 2 groups to play a diabetes management game. The control group played the game alone, and the intervention group played the same game alongside a facilitator tasked to moderate overall challenge levels and address queries. Both groups were administered the Flow Short Scale, a 13-item measure rated on a 7-point Likert scale ranging from 1 ("not at all") to 7 ("very much") immediately after the game. Students were then invited to voluntary focus group discussions to elicit their attitudes and perceptions of the game. Findings were subject to between-group comparisons and inductive thematic analysis respectively.

Results: A total of 48 (26 control, 22 intervention) clinical-year undergraduates from the Lee Kong Chian School of Medicine in Singapore participated in this study, with 18 continuing to the focus group discussions. Flow Short Scale results indicated the superiority of the intervention group for overall flow (t46=-2.17, P=.04) and the absorption subdomain (t46=-2.6, P=.01). Qualitative results indicated students viewed facilitation as helpful and appropriate, and were able to identify improvable elements of the game's theoretical foundations and overall design.

Conclusions: While serious games are efficacious means of rehearsing previously learned knowledge, facilitation allows for their efficiency to be greatly increased. Such increases are likely crucial in the coming years with the increased digitization of health care professions education and the prevalence of diabetes.

Trial registration: ClinicalTrials.gov NCT05637749; https://www.clinicaltrials.gov/study/NCT05637749.

健康专业教育中的新颖糖尿病管理排练游戏中的引导对认知流的影响:混合方法研究
背景:尽管糖尿病的发病率将不断上升,但大多数严肃游戏解决方案通常以患者的自我管理和教育为目标。以医疗保健专业教育为目标的游戏很少,考虑到可能提高其效率的因素的游戏就更少了。在基于排练的糖尿病管理严肃游戏中,我们研究了促进因素的影响,这是医疗专业教育的一个显著特点:在这项混合方法的开放标签优越性随机对照试验中,我们比较了学生的表现、态度以及对医护人员基于排练的糖尿病管理游戏的看法:学生被随机分为两组,分别参与糖尿病管理游戏。对照组单独玩游戏,而干预组则与主持人一起玩同样的游戏,主持人的任务是调节总体挑战水平并解决疑问。游戏结束后,两组学生都立即接受了 "流动简易量表"(Flow Short Scale,FSS)的测试,该量表由 13 个项目组成,采用李克特 7 点量表,从 1("完全没有")到 7("非常有")不等。然后,邀请学生自愿参加焦点小组讨论,以了解他们对游戏的态度和看法。调查结果分别进行了组间比较和归纳主题分析:共有 48 名(26 名对照组,22 名干预组)来自新加坡李光前医学院的临床年级本科生参加了研究,其中 18 人继续参加了焦点小组讨论。FSS 结果表明,干预组在整体流程(t = -2.17,P = .04)和吸收子域(t = -2.6,P = .01)方面更胜一筹。定性结果表明,学生们认为引导是有帮助的、适当的,并且能够识别游戏理论基础和整体设计中可改进的元素:虽然严肃游戏是演练先前所学知识的有效手段,但引导可以大大提高其效率。随着医疗保健专业教育数字化程度的提高和糖尿病患病率的上升,这种效率的提高在未来几年可能至关重要:临床试验:ClinicalTrials.gov NCT05637749;https://www.clinicaltrials.gov/study/NCT05637749。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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