Emergency Department Boarding INitiative Gamification Overhaul (ED-BINGO).

IF 1.6 Q2 EDUCATION, SCIENTIFIC DISCIPLINES
AEM Education and Training Pub Date : 2026-05-31 eCollection Date: 2026-06-01 DOI:10.1002/aet2.70193
Allan Winger, Kelsey Van Housen, Rebecca Kamens, Jason Gonzalez, Xiao Chi Zhang
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引用次数: 0

Abstract

Background: Boarding of patients in the Emergency Department (ED) impedes patient flow through the department and deprives medical students of valuable educational opportunities. We designed a curriculum for medical students during their required Emergency Medicine (EM) clerkships aimed to circumvent lost educational opportunities. Participants should gain increased appreciation of interprofessional collaboration, procedural competency, and ED flow.

Methods: Students learned of the optional curriculum as they began their required EM clerkship. From August 2023 through January 2024, 120 students were contacted for recruitment into the optional curriculum. Students were provided with an ED-BINGO card with 25 pre-identified patient care activities deemed relevant to EM across 5 different categories. Participants were surveyed regarding educational value and enjoyment on a 5-point Likert scale.

Results: The 32 fully completed surveys were evaluated (26.7%), and 16 students (13.4%) reported using the ED-BINGO card during their EM clerkships. Participants reported that the ED-BINGO card tasks were appropriate for their level of training (median: 5, interquartile range (IQR): 1, mean 4.56, standard deviation (STD) 0.68), enhanced their understanding of flow/throughput of the ED (median: 4, IQR: 1.75, mean 3.94, STD 1.22), improved their knowledge/skills (median: 4, IQR: 2, mean 4, STD 1.06), helped them feel more valuable to the team (median score: 5, IQR: 2, mean 3.89, STD 1.49), and should remain a permanent fixture of the rotation (median: 4.5, IQR: 1, mean 4.5, STD 1.01).

Conclusions: The ED-BINGO activity for the EM clerkship was perceived by medical students as educationally beneficial and enjoyable. While the limited number of participant respondents precludes any definitive conclusions about its broader effectiveness or its suitability for formal incorporation into the clerkship, the warm reception, especially noted in our student narrative responses, shows promising opportunities for other clerkships to adopt similar activity-driven gamification for self-driven adult learners. Further study with greater response rates would determine whether gamified interventions can meaningfully mitigate the educational challenges posed by ED boarding.

急诊科登机倡议游戏化改革(ED-BINGO)。
背景:急诊科病人的寄宿阻碍了病人在急诊科的流动,剥夺了医学生宝贵的教育机会。我们为医学生在急诊医学(EM)实习期间设计了一套课程,旨在规避失去的教育机会。参与者应该增加对跨专业协作、程序能力和ED流程的欣赏。方法:学生在开始他们所需的电子商务见习时学习选修课程。从2023年8月到2024年1月,120名学生被联系到可选课程中。学生们得到一张ED-BINGO卡片,上面有25个预先确定的病人护理活动,被认为与EM相关,分为5个不同类别。参与者接受了关于教育价值和享受的5分李克特量表调查。结果:32份完整完成的调查被评估(26.7%),16名学生(13.4%)报告在他们的EM职员期间使用ED-BINGO卡。参与者报告说,ED- bingo卡片任务适合他们的训练水平(中位数:5,四分位间距(IQR): 1,平均4.56,标准差(STD) 0.68),增强了他们对ED流程/通量的理解(中位数:4,IQR: 1.75,平均3.94,STD 1.22),提高了他们的知识/技能(中位数:4,IQR: 2,平均4,STD 1.06),帮助他们感觉对团队更有价值(中位数:5,IQR: 1)。2,平均3.89,STD 1.49),并应保持永久固定的旋转(中位数:4.5,IQR: 1,平均4.5,STD 1.01)。结论:医学生认为急诊见习的ED-BINGO活动具有良好的教育意义和趣味性。虽然有限的受访者数量排除了对其更广泛的有效性或正式纳入书记员的适用性的任何明确结论,但在我们的学生叙述反应中特别注意到的热情接待表明,其他书记员有希望为自我驱动的成人学习者采用类似的活动驱动的游戏化。进一步的研究和更高的回复率将确定游戏化干预是否能有效地缓解ED寄宿带来的教育挑战。
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
AEM Education and Training
AEM Education and Training Nursing-Emergency Nursing
CiteScore
2.60
自引率
22.20%
发文量
89
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