The Association Between Multitasking and Multi-Patient Care Skills in a Simulated Patient Care Video Game Among Second Year Medical Students Based on Specialty Choice

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Sridevi Korand, C. Fung, S. Cohen, T. Talbot, S. Fischer, Cindy Luu, Mariam Sargsyan, Eyal Ben-Isaac, Juan C Espinoza, T. Chang
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引用次数: 1

Abstract

Background and Objective Healthcare providers require multitasking and multi-patient care skills, and training programs do not formally incorporate curricula specifically for multitasking skills to trainees. The medical education community is in equipoise on whether multitasking ability is a fixed trait. Furthermore, it is unclear whether multitasking ability affects those who gravitate toward careers that demand it, particularly among medical students deciding on a specialty. We sought to define the association between specialty choice, multitasking abilities and multi-patient care delivery among pre-clinical medical students. For this study, we examined both efficiency and accuracy metrics within multitasking and whether they were different between students choosing specialties. Methods This was a planned cross-sectional sub-study focused on 2nd year medical students (MS-IIs) within a parent study evaluating multi-patient care skills using a serious game (VitalSigns:EDTM) depicting a pediatric emergency department. Subjects completed a Multitasking Ability Test (MTAT) and five VitalSigns:ED gameplays. The predictor variable was specialty choice, categorized into multitasking and non-multitasking groups. Outcome variables measuring efficiency and diagnostic accuracy were obtained from the MTAT and the game. The primary analysis was a Mann–Whitney U test, and secondary analyses employed Spearman Rank correlations. Results Twelve students applied to multitasking specialties and 18 applied to others. Those in the multitasking specialties had faster MTAT completions than the other cohort (29.8 vs. 59.7 sec, 95%CI difference -0.9 to -39.8 sec). Differential diagnoses were higher in multitasking specialties in VitalSigns:ED (2.03 vs. 1.06, 95%CI difference +0.05 to +1.54) but efficiency metrics in the game did not differ. Conclusion Multitasking and multi-patient care performance show some association with preferred specialty choices for MS-IIs prior to clinical exposure.
基于专业选择的医学二年级学生模拟患者护理视频游戏中多任务处理与多患者护理技能的关联
背景和目的医疗保健提供者需要多任务处理和多病人护理技能,培训计划没有正式纳入专门针对学员多任务处理技能的课程。医学教育界对多任务处理能力是否是一种固定的特质持中立态度。此外,目前还不清楚多任务处理能力是否会影响那些倾向于从事需要多任务处理能力的职业的人,尤其是那些决定选择专业的医科学生。我们试图确定临床前医科学生的专业选择、多任务处理能力和多病人护理之间的关系。在这项研究中,我们检查了多任务处理的效率和准确性指标,以及它们是否在学生选择专业之间有所不同。方法:这是一项计划中的横断面亚研究,主要针对二年级医学生(ms - ii),在一项家长研究中使用描述儿科急诊科的严肃游戏(VitalSigns:EDTM)评估多病人护理技能。受试者完成了多任务能力测试(MTAT)和五个生命体征:ED游戏。预测变量为专业选择,分为多任务组和非多任务组。从MTAT和游戏中获得测量效率和诊断准确性的结果变量。主要分析采用Mann-Whitney U检验,次要分析采用Spearman Rank相关。结果12名学生申请多任务专业,18名学生申请其他专业。多任务组的MTAT完成速度比其他组快(29.8秒对59.7秒,95%CI差-0.9秒到-39.8秒)。在vititalsigns:ED中,多任务专业的鉴别诊断更高(2.03 vs. 1.06, 95%CI差异+0.05 to +1.54),但游戏中的效率指标没有差异。结论多任务和多病人护理表现与ms - ii患者在临床暴露前的首选专业选择有一定关联。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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