Gamification of Critical Care Medical Education: ICUlympics.

IF 1.9 Q3 CRITICAL CARE MEDICINE
ATS scholar Pub Date : 2025-09-01 Epub Date: 2025-08-20 DOI:10.34197/ats-scholar.2024-0156OC
Mauricio Danckers, Rahul Dasgupta, Tanner Norris, Jose M Acosta Rullan, Rafael Miret, Waseem Wahood, Jefferson Ganthier, Anamika Neralla, Kevin Kuang, Ruben Cabrera, Ilde M Lee, Daniel Zapata, Raiko Diaz, William F Kelly
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Abstract

Background: Gamification in graduate medical education (GME) has been shown to enhance clinical training, and trainees positively perceive it, yet the evidence is limited in critical care medicine education. Objectives: To assess the educational impact on residents of the ICUlympics, a critical care medicine-based competition-style medical game series set with an initial classificatory phase (three days of one-hour critical care medicine-based games: Day 1: Kahoot!; Day 2: Kahoot! Reloaded; and Day 3: Under Pressure) and the follow-up "finals" (a final competition day among the top three performers: Day 4: Jeopardy!). Methods: We designed a single-center prospective pilot study. We first anonymously surveyed a cohort of residents who rotate in our intensive care unit and obtained a baseline critical care medicine knowledge score through a cognitive test composed of 20 multiple-choice questions (maximum score, 20) and a baseline of residents' perceptions and satisfaction toward medical education games using a five-point Likert eight-item survey (baseline survey). We then deployed the ICUlympics competition in May 2022. Thirty days later, we surveyed the cohort (postintervention survey). We assessed residents' changes in clinical knowledge scores, perceptions, and satisfaction scores toward medical education games according to their participation in the ICUlympics and baseline cohort scores. Results: Sixty-eight residents (73.9% of eligible trainees) participated in the baseline survey, and 48 (52.2%) completed the postintervention survey. Nineteen residents (20.6%) participated in all three days of the ICUlympics classificatory phase, and 25 (27.2%) did not participate in any day. The clinical knowledge score measured was higher in residents who participated in the ICUlympics compared with nonparticipating residents (14.2 ± 2.1 vs. 9.8 ± 2.9; P < 0.001) and residents' baseline clinical knowledge (14.2 ± 2.1 vs. 10.7 ± 2.4; P < 0.001). Residents who participated in the ICUlympics, compared with those who did not, had more favorable perceptions of and satisfaction with games in medical education. Conclusions: The ICUlympics, a competition-style series of educational games for critical care medicine, increases residents' critical care clinical knowledge while promoting positive perceptions of and higher satisfaction with gamification in medical education.

危重病医学教育的游戏化:奥林匹克。
背景:游戏化在研究生医学教育(GME)中已被证明可以增强临床培训,并且学员对其有积极的认知,但在重症医学教育中的证据有限。目的:评估奥林匹克运动会对居民的教育影响,这是一个基于重症监护医学的竞赛式医疗游戏系列,设置了初始分类阶段(三天一小时的重症监护医学游戏:第一天:Kahoot!;第二天:Kahoot!)重新加载;和第三天:压力之下)以及随后的“决赛”(前三名选手的最后比赛日:第四天:危险!)。方法:我们设计了一项单中心前瞻性先导研究。我们首先匿名调查了一组在重症监护室轮转的住院医生,并通过由20个多项选择题组成的认知测试(满分为20分)获得了危重病医学知识的基线得分,并使用李克特五点八项调查(基线调查)获得了住院医生对医学教育游戏的认知和满意度的基线得分。然后我们在2022年5月部署了国际奥林匹克竞赛。30天后,我们对队列进行调查(干预后调查)。我们根据住院医师参加国际奥林匹克运动会和基线队列得分,评估其临床知识得分、认知和对医学教育游戏的满意度得分的变化。结果:68名住院医师(73.9%)参加了基线调查,48名住院医师(52.2%)完成了干预后调查。19名居民(20.6%)参加了icolympic分类阶段的所有三天,25名居民(27.2%)没有参加任何一天。结论:ic奥林赛作为一种竞赛式的危重医学系列教育游戏,提高了住院医师的危重医学临床知识,促进了对医学教育游戏化的积极认知和更高的满意度。
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
CiteScore
3.00
自引率
0.00%
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审稿时长
11 weeks
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