‘In their shoes now’—immersive video gameplay and design thinking for building grief literacy

IF 4.9 1区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Ki Sum Samson Wong
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引用次数: 0

Abstract

Despite significant progress in palliative care education, ‘paediatric palliative care’ remains infrequently addressed across undergraduate medical curricula worldwide. As a result, medical graduates reported feeling unprepared to engage in difficult conversations with parents of paediatric cancer patients. Anticipatory grief (AG), referring to the emotional upheaval that families face upon realising impending, irrevocable death of their loved ones, are particularly daunting to family caregivers of terminally ill children. Most recently, ‘grief literacy’ has been increasingly recognised globally as a new competence referring to healthcare practitioners' responsiveness in identifying signs of grief and in supporting bereaved families. In this connection, I embedded a novel grief literacy training into a medical humanities curriculum.

‘That Dragon, Cancer’(2016) is an award-winning, point-and-click, immersive video game created by two bereaved parents Ryan and Amy Green in real life, using visual metaphors, autobiographical voice-over, archival recordings to vividly re-tell their lived experience of losing their 5-year-old son to Atypical Teratoid Rhabdoid Tumor (AT/RT), a horribly aggressive brain cancer. Vignettes from this game have been appraised by medical journals such as JAMA for ringing true to complexities of families' emotions in clinical realities. Although nothing replaces true-life clinical exposure and role modelling in shaping students' professional attitudes and moral values, I sought to harness the potential of this novel modality for enhancing medical students' grief literacy of anticipatory grief in end-of-life care, by pairing the immersive experience with a tool adapted from design thinking.

In 2022–2024, 51 year-2 MBBS students participated in our 2.5-hour face-to-face workshop comprising a mini-lecture introducing AG in end-of-life settings, followed by a 50-minute, five-part, in-class immersive experience for students to synchronously walk through our carefully selected vignettes from ‘That Dragon, Cancer’. I focused on two critical junctures, namely (i) ‘relocation to hospice’ and (ii) ‘cessation of eating and drinking’, turning points in caring for a terminally ill where literature showed family caregivers would experience the most intense psychological pain. My pedagogical decision for students to collectively go through the immersive video game, as a group and in the same classroom, was informed by Mitchell et al.'s1 experimental studies which found that collectively attending to others' narratives of pain in virtual contexts could promote cohesion and interpersonal closeness among participants through perceived emotional synchrony. Debriefing approach was guided by the P.O.E.M.S. observation framework (‘People, Objects, Environments, Messages, Services’) from design thinking. Akin to how product designers made use of P.O.E.M.S. for understanding ‘pain points’ of product users, I adapted this tool for facilitating students to discover and to relate to the ‘pain points’ of AG experienced by family caregivers as ‘users’ of palliative care.

Among 46/51 students who completed post-class surveys on 7-point Likert scale, 87% (n = 40/46) strongly agreed or agreed the instructional method to be effective for learning grief literacy, and 89.1% (n = 41/46) strongly agreed or agreed the workshop's relevance to their development as a doctor. Reflective writings and peer-sharing sessions suggested the workshop left an indelible mark on forging students' positive personal dispositions towards caring for grieving families.

Emotional realism from being exposed to a dying human being, though virtually, must not be understated. Several students recalled the urge to tear up in class. Nuances must be made in replicating this workshop design. For instance, instead of using VR headsets in experiencing the poignant video game, it is best to use laptops and headphones, so for learners to retain a safe psychological distance from the potentially traumatising stimuli.

设身处地"--用沉浸式视频游戏和设计思维培养悲伤素养
尽管姑息关怀教育取得了重大进展,但 "儿科姑息关怀 "在全球医学本科课程中仍然很少涉及。因此,据医学毕业生报告,他们在与儿科癌症患者的父母进行艰难的对话时感到毫无准备。预期悲伤(AG)指的是家庭在意识到亲人即将离世且无法挽回时所面临的情绪波动,对于身患绝症儿童的家庭照顾者来说尤其令人生畏。最近,"悲伤素养 "作为一种新的能力在全球范围内得到越来越多的认可,它指的是医护人员在识别悲伤迹象和支持失去亲人的家庭时的反应能力。在这方面,我在医学人文课程中嵌入了一种新颖的悲伤素养培训。"那条龙,癌症"(2016 年)是一款屡获殊荣的点击式沉浸视频游戏,由两位失去亲人的父母瑞安-格林(Ryan Green)和艾米-格林(Amy Green)在现实生活中创作,使用视觉隐喻、自传式画外音、档案记录,生动地再现了他们因罹患非典型横纹肌样瘤(AT/RT)(一种可怕的侵袭性脑癌)而失去五岁儿子的亲身经历。这个游戏中的小插曲得到了《美国医学会杂志》等医学期刊的好评,因为它真实地反映了家庭在临床现实中的复杂情感。虽然在塑造学生的职业态度和道德价值观方面,没有任何东西可以取代真实的临床接触和角色塑造,但我还是试图利用这种新颖的方式,通过将沉浸式体验与设计思维的工具相结合,提高医学生在临终关怀中的预期悲伤素养。2022-2024 年,51 名医学学士二年级学生参加了我们的 2.5 小时面对面工作坊,其中包括介绍临终关怀中的 AG 的小型讲座,随后是 50 分钟、由五个部分组成的课内沉浸式体验,让学生同步体验我们从《巨龙--癌症》中精心挑选的小故事。我将重点放在了两个关键时刻,即(i)"迁往临终关怀医院 "和(ii)"停止进食和饮水",这些都是照顾临终病人的转折点,文献显示,在这些转折点上,家庭照顾者会经历最强烈的心理痛苦。米切尔(Mitchell)等人1 的实验研究发现,在虚拟情境中集体聆听他人对痛苦的叙述,可以通过感知情感的同步性,促进参与者之间的凝聚力和人际关系的亲密。汇报方法以设计思维中的 P.O.E.M.S. 观察框架("人、物、环境、信息、服务")为指导。与产品设计师利用P.O.E.M.S.来理解产品用户的 "痛点 "类似,我将这一工具进行了调整,以帮助学生发现作为姑息关怀 "用户 "的家庭照护者所经历的AG的 "痛点",并与之产生共鸣。46/51名学生在课后完成了7点李克特量表调查,其中87%(n = 40/46)非常同意或同意该教学方法对学习悲伤素养有效,89.1%(n = 41/46)非常同意或同意该工作坊与他们作为医生的发展相关。反思文章和同行分享会表明,工作坊在培养学生关爱悲伤家庭的积极个人态度方面留下了不可磨灭的印记。几名学生回忆说,他们在课堂上有潸然泪下的冲动。在复制这一工作坊设计时,必须做出细微差别。例如,最好使用笔记本电脑和耳机,而不是使用 VR 头盔来体验凄美的视频游戏,这样学习者就能与可能造成创伤的刺激保持安全的心理距离。
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
Medical Education
Medical Education 医学-卫生保健
CiteScore
8.40
自引率
10.00%
发文量
279
审稿时长
4-8 weeks
期刊介绍: Medical Education seeks to be the pre-eminent journal in the field of education for health care professionals, and publishes material of the highest quality, reflecting world wide or provocative issues and perspectives. The journal welcomes high quality papers on all aspects of health professional education including; -undergraduate education -postgraduate training -continuing professional development -interprofessional education
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