Hakim Mhadhbi , Lluis M. Horta , Julian Ims , Jerry Draper-Rodi , Hazel Mansfield , Robert Shaw , Sandra Rinne , Tricia Cleland Silva , Eija Metsälä , Mathieu Ménard
{"title":"骨病学学生在早期临床培训中对基于游戏的模拟教育的益处和局限性的认知:一项初步的混合方法研究","authors":"Hakim Mhadhbi , Lluis M. Horta , Julian Ims , Jerry Draper-Rodi , Hazel Mansfield , Robert Shaw , Sandra Rinne , Tricia Cleland Silva , Eija Metsälä , Mathieu Ménard","doi":"10.1016/j.ijosm.2024.100726","DOIUrl":null,"url":null,"abstract":"<div><h3>Background</h3><p>Game-based simulation education is becoming an integral component in healthcare programs. It is defined as any educational activity implying simulation procedures to recreate clinical scenarios. Previous studies have shown that simulation can improve patient safety by enhancing healthcare providers' competencies. However, few studies have investigated students' perceptions of simulation within osteopathic programs.</p></div><div><h3>Aim</h3><p>This study aimed to measure and compare Year three osteopathy students’ perceptions of a game-based simulation versus traditional clinical training.</p></div><div><h3>Methods</h3><p>Year three students at the end of their 12 weeks clinical training were invited to participate in this research project. This included filling out a Likert-based survey and semi-structured interviews. Three clinical training modalities were implemented and evaluated: a <em>demonstration clinic</em>, a <em>video-streamed demonstration clinic</em>, and a game-based simulation, the <em>clinical battle</em>.</p></div><div><h3>Results</h3><p>Sixty-seven Year three osteopathy students completed the surveys, and eight students were interviewed. The <em>clinical battle</em> was significantly felt as the most engaging, most useful to gain feedback, and least stressful of the three training modalities proposed (p < 0.05). The <em>clinical battle</em> was also perceived as similar to a <em>demonstration clinic</em> in formulating a diagnosis and for reflective practice (p > 0.05). The semi-structured interviews offered deep structured explanatory narratives drawn from thematic analyses. Five themes were identified: engagement, clinical reasoning improvement, stress, ideas for improving clinical training, and reflective practice and self-assessment.</p></div><div><h3>Conclusion</h3><p>The simulation-based training implemented in this study was positively perceived by students for their clinical education. Future research could focus on the effectiveness of game-based simulation versus traditional training on clinical competencies acquisition.</p></div>","PeriodicalId":51068,"journal":{"name":"International Journal of Osteopathic Medicine","volume":"53 ","pages":"Article 100726"},"PeriodicalIF":1.1000,"publicationDate":"2024-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Perceived benefits and limitations of game-based simulation education by osteopathy students in early clinical training: A preliminary mixed methods study\",\"authors\":\"Hakim Mhadhbi , Lluis M. Horta , Julian Ims , Jerry Draper-Rodi , Hazel Mansfield , Robert Shaw , Sandra Rinne , Tricia Cleland Silva , Eija Metsälä , Mathieu Ménard\",\"doi\":\"10.1016/j.ijosm.2024.100726\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Background</h3><p>Game-based simulation education is becoming an integral component in healthcare programs. It is defined as any educational activity implying simulation procedures to recreate clinical scenarios. Previous studies have shown that simulation can improve patient safety by enhancing healthcare providers' competencies. However, few studies have investigated students' perceptions of simulation within osteopathic programs.</p></div><div><h3>Aim</h3><p>This study aimed to measure and compare Year three osteopathy students’ perceptions of a game-based simulation versus traditional clinical training.</p></div><div><h3>Methods</h3><p>Year three students at the end of their 12 weeks clinical training were invited to participate in this research project. This included filling out a Likert-based survey and semi-structured interviews. Three clinical training modalities were implemented and evaluated: a <em>demonstration clinic</em>, a <em>video-streamed demonstration clinic</em>, and a game-based simulation, the <em>clinical battle</em>.</p></div><div><h3>Results</h3><p>Sixty-seven Year three osteopathy students completed the surveys, and eight students were interviewed. The <em>clinical battle</em> was significantly felt as the most engaging, most useful to gain feedback, and least stressful of the three training modalities proposed (p < 0.05). The <em>clinical battle</em> was also perceived as similar to a <em>demonstration clinic</em> in formulating a diagnosis and for reflective practice (p > 0.05). The semi-structured interviews offered deep structured explanatory narratives drawn from thematic analyses. Five themes were identified: engagement, clinical reasoning improvement, stress, ideas for improving clinical training, and reflective practice and self-assessment.</p></div><div><h3>Conclusion</h3><p>The simulation-based training implemented in this study was positively perceived by students for their clinical education. Future research could focus on the effectiveness of game-based simulation versus traditional training on clinical competencies acquisition.</p></div>\",\"PeriodicalId\":51068,\"journal\":{\"name\":\"International Journal of Osteopathic Medicine\",\"volume\":\"53 \",\"pages\":\"Article 100726\"},\"PeriodicalIF\":1.1000,\"publicationDate\":\"2024-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Osteopathic Medicine\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1746068924000191\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"MEDICINE, GENERAL & INTERNAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Osteopathic Medicine","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1746068924000191","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
Perceived benefits and limitations of game-based simulation education by osteopathy students in early clinical training: A preliminary mixed methods study
Background
Game-based simulation education is becoming an integral component in healthcare programs. It is defined as any educational activity implying simulation procedures to recreate clinical scenarios. Previous studies have shown that simulation can improve patient safety by enhancing healthcare providers' competencies. However, few studies have investigated students' perceptions of simulation within osteopathic programs.
Aim
This study aimed to measure and compare Year three osteopathy students’ perceptions of a game-based simulation versus traditional clinical training.
Methods
Year three students at the end of their 12 weeks clinical training were invited to participate in this research project. This included filling out a Likert-based survey and semi-structured interviews. Three clinical training modalities were implemented and evaluated: a demonstration clinic, a video-streamed demonstration clinic, and a game-based simulation, the clinical battle.
Results
Sixty-seven Year three osteopathy students completed the surveys, and eight students were interviewed. The clinical battle was significantly felt as the most engaging, most useful to gain feedback, and least stressful of the three training modalities proposed (p < 0.05). The clinical battle was also perceived as similar to a demonstration clinic in formulating a diagnosis and for reflective practice (p > 0.05). The semi-structured interviews offered deep structured explanatory narratives drawn from thematic analyses. Five themes were identified: engagement, clinical reasoning improvement, stress, ideas for improving clinical training, and reflective practice and self-assessment.
Conclusion
The simulation-based training implemented in this study was positively perceived by students for their clinical education. Future research could focus on the effectiveness of game-based simulation versus traditional training on clinical competencies acquisition.
期刊介绍:
The International Journal of Osteopathic Medicine is a peer-reviewed journal that provides for the publication of high quality research articles and review papers that are as broad as the many disciplines that influence and underpin the principles and practice of osteopathic medicine. Particular emphasis is given to basic science research, clinical epidemiology and health social science in relation to osteopathy and neuromusculoskeletal medicine.
The Editorial Board encourages submission of articles based on both quantitative and qualitative research designs. The Editorial Board also aims to provide a forum for discourse and debate on any aspect of osteopathy and neuromusculoskeletal medicine with the aim of critically evaluating existing practices in regard to the diagnosis, treatment and management of patients with neuromusculoskeletal disorders and somatic dysfunction. All manuscripts submitted to the IJOM are subject to a blinded review process. The categories currently available for publication include reports of original research, review papers, commentaries and articles related to clinical practice, including case reports. Further details can be found in the IJOM Instructions for Authors. Manuscripts are accepted for publication with the understanding that no substantial part has been, or will be published elsewhere.