肾上腺素:一种提高医学生处方技能的学习游戏:描述性研究

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-09-11 DOI:10.2196/66334
Cecile Marie Yelnik, Aurélie Daumas, Yanele Poteaux, Annie Standaert, Natacha Grimbert, Raphaël Favory, Pierre Ravaux, Marc Lambert, Katia Quelennec
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引用次数: 0

摘要

背景:初级医生往往表现出不足的处方技能,突出需要加强本科医学培训在这一领域。事实证明,严肃游戏(SGs)在教授包括外科和急救在内的各种医学专业的知识和技能方面是有效的。据我们所知,迄今为止还没有专门用于处方的SG。我们的目标是开发一个新的教育计划,基于一个学习游戏,旨在提高医学生在安全有效的处方方面的能力。目的:本研究旨在描述肾上腺素这一旨在促进安全有效处方的学习游戏,并报告在治疗学课程实施一年后,我校六年级医学生的反馈。方法:采用基于Kolb体验式学习理论的互动教学方案,提高医六年级学生安全有效的处方技能。该计划分为3个阶段:介绍SG ADRENALINE的初步现场讲座,自主游戏,以及最后的汇报讲座。ADRENALINE可以通过大学平台Moodle (Andrews Lyons)在多种设备上访问,使用MOSAIC软件(Katia Quelennec)开发,MOSAIC软件旨在根据现实生活中的专业情况开发进化的SG,包括20个不同难度的现实临床场景,要求学生做出治疗决定并获得即时反馈。玩家根据自己的表现晋级,并通过反馈和专门的论坛得到教授们的持续支持。该项目被纳入里尔大学的治疗课程,并且是自愿参与的。所有598名六年级学生都被邀请通过电子邮件访问游戏,并参与干预前和干预后的调查,评估使用模式、满意度和学习成果。结果:在2023年11月至2024年3月期间,272名六年级学生参加了ADRENALINE项目。其中,201/272(73.9%)的学生至少完成了一个场景,并获得了16.5到100分(满分100分)的分数。测试前调查回复(n=99个答案)表明,92/99(93%)的学生认为自己是游戏玩家,并认为SGs可能与他们的医学教育相关。测试后的调查回应(n=50个答案)反映了参与者的高满意度。大多数学生报告肾上腺素帮助他们将学术知识应用于现实环境,更自信地开处方和管理药物不良反应,提高他们的处方技能,更好地准备国家客观结构化临床考试。结论:我们开发了一款专注于医疗处方的学习游戏,旨在与其他讲法语的医学院轻松共享。虽然只有201/598(33.6%)的学生参与了这个初始版本,但收到的85%(42/50)的反馈是积极的,这表明学生对游戏有浓厚的兴趣,并支持以游戏为基础的方法提高本科医学学生的处方技能的教育价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study.

ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study.

ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study.

ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study.

Background: Junior doctors often demonstrate insufficient prescribing skills, highlighting the need to enhance undergraduate medical training in this area. Serious games (SGs) have proven effective in teaching knowledge and skills across various medical specialties including surgery and emergency care. To our knowledge, no SG specifically dedicated to prescribing has been developed to date. Our objective was to develop a new educational program, based on a learning game designed to enhance medical students' competencies in safe and effective prescribing.

Objective: This study aimed to describe ADRENALINE, a learning game designed to promote safe and effective prescribing, and to report feedback from sixth-year undergraduate medical students at our medical school after the first year of its implementation in the therapeutics curriculum.

Methods: This study implemented an interactive educational program based on Kolb experiential learning theory to enhance safe and effective prescribing skills among sixth-year medical students. The program followed 3 phases: a preliminary in-person lecture introducing the SG ADRENALINE, autonomous gameplay, and a final debriefing lecture. ADRENALINE, accessible via university platform Moodle (Andrews Lyons) on multiple devices, was developed using MOSAIC software (Katia Quelennec), a software program created to develop evolutive SG based on real-life professional situations, and includes 20 realistic clinical scenarios of varying difficulty, requiring students to make therapeutic decisions and receive immediate feedback. Players advance through levels based on performance, with ongoing support from professors via feedback and a dedicated forum. The program was integrated into the therapeutic curriculum of Lille University, and participation was voluntary. All 598 sixth-year students were invited to access the game via email and to participate in pre- and postintervention surveys assessing usage patterns, satisfaction, and learning outcomes.

Results: Between November 2023 and March 2024, 272 sixth-year students accessed the ADRENALINE program. Of these, 201/272 (73.9%) students completed at least one scenario and obtained scores ranging from 16.5 to 100 out of 100. Pretest survey responses (n=99 answers) indicated that 92/99 (93%) students identified as gamers and believed that SGs could be relevant for their medical education. Posttest survey responses (n=50 answers) reflected a high level of satisfaction among participants. Most students reported that ADRENALINE helps them apply academic knowledge in real-world context, feel more confident with prescribing and managing adverse drug reactions, improve their prescribing skills, and better prepare for the national Objective Structured Clinical Examination.

Conclusions: We developed a learning game focused on medical prescribing, designed to be easily shared with other French-speaking medical schools. Although only 201/598 (33.6%) students engaged with this initial version, 85% (42/50) of the feedback received was positive, indicating strong student interest and supporting the educational value of a game-based approach to enhance prescribing skills among undergraduate medical students.

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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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