电子反馈单独vs电子反馈加面对面汇报的严肃游戏设计,以教新手麻醉学住院医师进行剖宫产全身麻醉:随机对照试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-19 DOI:10.2196/59047
Allison Lee, Stephanie Goodman, Chen Miao Chen, Ruth Landau, Madhabi Chatterji
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引用次数: 0

摘要

背景:EmergenCSim是一款新颖的研究者开发的严肃游戏(SG),具有嵌入式评分和反馈工具,可以重现产科手术室环境。学习者必须为脐带脱垂的紧急剖宫产实施全身麻醉。该游戏被开发为一种替代教学工具,因为减少了麻醉学学员在现实世界中接触这种临床场景的机会。传统的汇报(引导者引导的反思)被认为是体验式学习不可或缺的一部分,但需要讲师的参与。SGs的最佳述职方法还没有得到很好的研究。通常在SGs结束时提供电子反馈,因此我们的目的是比较在电子反馈中加入面对面汇报与单独使用电子反馈的学习效果。目的:我们假设面对面的汇报加上嵌入sg的电子反馈将比单独的电子反馈提供更好的学习效果。方法:第一年麻醉学住院医师新手(CA-1;n=51)(1)观看紧急剖宫产全身麻醉的录音讲座,(2)进行26道选择题的预测,(3)玩EmergenCSim(最高分数为196.5)。他们被随机分为单独接受电子反馈的对照组(EF组,n=26)和接受嵌入sg的电子反馈和面对面汇报的干预组(IPD+EF组,n=25)。所有参与者都玩了第二次SG,并得到了提高分数的指示,然后他们参加了一个26项选择题的后测。前测和后测(最高各26分)采用平行形式。结果:EF组和IPD+EF组的前测平均分分别为18.6 (SD 2.5)和19.4 (SD 2.3),后测平均分分别为22.6 (SD 2.2)和22.1 (SD 1.6);F1, 49 = 1.8, P = .19)。EF组和IPD+EF组的SG评分分别为:平均第一次玩SG评分为135分(SE 4.4)和141分(SE 4.5),平均第二次玩SG评分为163.1分(SE 2.9)和173.3分(SE 2.9);F1,49=137.7, p结论:增加一个面对面的汇报经历导致了SG分数的更大提高,强调了这种实践的学习益处。两组学生学习成绩的提高表明,学生学习是一种独立的、资源消耗较少的教育工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial.

Background: EmergenCSim is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia for emergent cesarean delivery for umbilical cord prolapse. The game was developed as an alternative teaching tool because of diminishing real-world exposure of anesthesiology trainees to this clinical scenario. Traditional debriefing (facilitator-guided reflection) is considered to be integral to experiential learning but requires the participation of an instructor. The optimal debriefing methods for SGs have not been well studied. Electronic feedback is commonly provided at the conclusion of SGs, so we aimed to compare the effectiveness of learning when an in-person debrief is added to electronic feedback compared with using electronic feedback alone.

Objective: We hypothesized that an in-person debriefing in addition to the SG-embedded electronic feedback will provide superior learning than electronic feedback alone.

Methods: Novice first-year anesthesiology residents (CA-1; n=51) (1) watched a recorded lecture on general anesthesia for emergent cesarean delivery, (2) took a 26-item multiple-choice question pretest, and (3) played EmergenCSim (maximum score of 196.5). They were randomized to either the control group that experienced the electronic feedback alone (group EF, n=26) or the intervention group that experienced the SG-embedded electronic feedback and an in-person debriefing (group IPD+EF, n=25). All participants played the SG a second time, with instructions to try to increase their score, and then they took a 26-item multiple-choice question posttest. Pre- and posttests (maximum score of 26 points each) were validated parallel forms.

Results: For groups EF and IPD+EF, respectively, mean pretest scores were 18.6 (SD 2.5) and 19.4 (SD 2.3), and mean posttest scores were 22.6 (SD 2.2) and 22.1 (SD 1.6; F1,49=1.8, P=.19). SG scores for groups EF and IPD+EF, respectively, were-mean first play SG scores of 135 (SE 4.4) and 141 (SE 4.5), and mean second play SG scores of 163.1 (SE 2.9) and 173.3 (SE 2.9; F1,49=137.7, P<.001).

Conclusions: Adding an in-person debriefing experience led to greater improvement in SG scores, emphasizing the learning benefits of this practice. Improved SG performance in both groups suggests that SGs have a role as independent, less resource-intensive educational tools.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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