临床模拟中基于游戏的教育体验与医学生的学习成绩:一项回顾性研究。

IF 2.7 2区 医学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Maria Amalia Salafia, María Elena Perez-Ochoa
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引用次数: 0

摘要

背景:近年来,医学教育越来越多地将游戏化作为临床技能教学的一种方法。在秘鲁,2019冠状病毒病大流行造成的社会孤立迫使大学和学术机构调整教学方法,但没有关于这一策略对秘鲁学生产生影响的报告。在这项研究中,我们评估了在秘鲁一所医学院的本科生中使用一种新颖的基于视频游戏的教学活动的可行性和模式。方法:我们对使用全代码医学模拟平台的医学生进行回顾性试点研究。选取临床课程(临床医学(CM) I(7例)、CM II(17例)、外科I(6例)、外科II(6例))的适当用户,检索从该平台获得的评分数据。例)]。我们还评估了使用模式以及学习成绩与Full Code分数之间的关系。结果:共纳入590名学生。我们发现学生的课程成绩与所有课程的Full Code分数(CM I: p)之间存在直接相关性。结论:在临床模拟中使用游戏化对医学学生来说是非常可行的,无论他们的学习成绩如何。需要前瞻性和干预性研究来评估完整代码平台是否直接影响学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game-based educational experience in clinical simulation and academic achievement in medical students: a retrospective study.

Background: In recent years, medical education has increasingly embraced gamification as a method for teaching clinical skills. In Peru, social isolation resulting from the COVID-19 pandemic forced universities and academic institutions to restructure their teaching methods, while there are no reports about the impact of this strategies in Peruvian students. In this study we evaluated the feasibility and patterns of use of a novel video game based didactic activity in undergraduate students from a School of Medicine in Peru.

Method: We conducted a retrospective pilot study in medical students who used the Full Code Medical Simulation platform. We retrieved scoring data obtained from this platform for selected cases of clinical courses with an appropriate number of users [clinical medicine (CM) I (7 cases), CM II (17 cases), surgery I (6 cases) and surgery II (6 cases)]. cases)]. We also evaluated patterns of use and the association between academic performance and the Full Code scores.

Results: A total of 590 students were included in the study. We found a direct correlation between the student's course grade and Full Code score in all courses (CM I: p < 0.001, CM II: p < 0.05, Surgery I: p < 0.05 and Surgery II: p < 0.05). CM II course students who dedicated more time to completing cases received better grades (p < 0.05). The pattern of use of Full code were similar in students regardless their academic performance. In addition, students with higher academic performance were more likely to have higher scores in the platform (p < 0.001).

Conclusion: The use of gamification in clinical simulation was highly feasible in students of medicine regardless their academic performance. Prospective and interventional studies are needed to assess if the Full Code platform directly affect the learning outcomes.

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来源期刊
BMC Medical Education
BMC Medical Education EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
4.90
自引率
11.10%
发文量
795
审稿时长
6 months
期刊介绍: BMC Medical Education is an open access journal publishing original peer-reviewed research articles in relation to the training of healthcare professionals, including undergraduate, postgraduate, and continuing education. The journal has a special focus on curriculum development, evaluations of performance, assessment of training needs and evidence-based medicine.
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