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Development and Evaluation of “Chronic Illness Care Smartphone Apps” on Nursing Students’ Knowledge, Self-efficacy, and Learning Experience. ACTA ACUST UNITED AC 2018; 36:550-559. [DOI: 10.1097/cin.0000000000000447] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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Abstract
To determine the effects of gamification on student education, researchers implemented "Kaizen," a software-based knowledge competition, among a first-year class of undergraduate nursing students. Multiple-choice questions were released weekly or biweekly during two rounds of play. Participation was voluntary, and students could play the game using any Web-enabled device. Analyses of data generated from the game included (1) descriptive, (2) logistic regression modeling of factors associated with user attrition, (3) generalized linear mixed model for retention of knowledge, and (4) analysis of variance of final examination performance by play styles. Researchers found a statistically significant increase in the odds of a correct response (odds ratio, 1.8; 95% confidence interval, 1.0-3.4) for a round 1 question repeated in round 2, suggesting retention of knowledge. They also found statistically significant differences in final examination performance among different play styles.To maximize the benefits of gamification, researchers must use the resulting data both to power educational analytics and to inform nurse educators how to enhance student engagement, knowledge retention, and academic performance.
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Ingrassia PL, Franc JM, Carenzo L. A novel simulation competition format as an effective instructional tool in post-graduate medical education. Adv Simul (Lond) 2018; 3:17. [PMID: 30116591 PMCID: PMC6085625 DOI: 10.1186/s41077-018-0075-4] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2018] [Accepted: 07/11/2018] [Indexed: 05/07/2023] Open
Abstract
Objective Medical simulation competitions are a growing reality. This study aims at exploring if a novel format of simulation competition (SIMCUP) can be an effective educational format in post-graduate education. Design We designed a 2-day event that included scientific educational lectures, an orientation to the competition, familiarization with the simulation lab, and competition time. Day 1 was devoted to preliminary rounds and was structured using an Objective Structured Clinical Examination (OSCE)-like system. On day 2, the first four teams advanced to semi-finals and then to finals, which were held using a classical SimWars style. Setting and subjects A total of 14 four-participant teams participated in the event over two editions (Ed.1 in 2015 and Ed.2 in 2016). Interventions External referees evaluated both technical and non-technical skills for each simulated scenario. Each participant was also administered pre- and post-test questionnaires covering self-perception about the confidence in managing simulated clinical cases, educational effectiveness, satisfaction with the simulation experience, and previous simulation training. Main results Overall participants found SIMCUP a useful learning experience, rating it 10 [9, 10] and 10 [7.75–10] out of 10 for Ed.1 and Ed.2, respectively. Participants reported, using a 10-point semantic differential scale ranging from “1 - strongly disagree.” to “10 - strongly agree,” finding both days to be educationally effective: day 1 was rated 9 [7–10] and 9 [8–10] as day 2 was rated 8 [7–10] and 8 [7–10] for Ed. 1 and Ed. 2, respectively. Participants’ self-perception regarding the confidence of managing the specific scenarios significantly improved immediately after the event as measured by pre- and post-questionnaires for all stations and during both editions. Conclusion This study suggests that simulation competition can serve as an effective instructional format in residency training. Electronic supplementary material The online version of this article (10.1186/s41077-018-0075-4) contains supplementary material, which is available to authorized users.
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Affiliation(s)
- Pier Luigi Ingrassia
- 1SIMNOVA - Centro Interdipartimentale di Didattica Innovativa e di Simulazione in Medicina e Professioni Sanitarie, Università del Piemonte Orientale, Via Lanino 1, 28100 Novara, Italy.,3SIMNOVA - Centro Interdipartimentale di Didattica Innovativa e di Simulazione in Medicina e Professioni Sanitarie, Università del Piemonte Orientale, Via Lanino 1, 28100 Novara, Italy
| | - Jeffrey Michael Franc
- 2Department of Emergency Medicine, University of Alberta, 790 University Terrace Building, 8303 - 112 Street, Edmonton, AB T6G 2T4 Canada
| | - Luca Carenzo
- 1SIMNOVA - Centro Interdipartimentale di Didattica Innovativa e di Simulazione in Medicina e Professioni Sanitarie, Università del Piemonte Orientale, Via Lanino 1, 28100 Novara, Italy
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Rutledge C, Walsh CM, Swinger N, Auerbach M, Castro D, Dewan M, Khattab M, Rake A, Harwayne-Gidansky I, Raymond TT, Maa T, Chang TP. Gamification in Action: Theoretical and Practical Considerations for Medical Educators. ACADEMIC MEDICINE : JOURNAL OF THE ASSOCIATION OF AMERICAN MEDICAL COLLEGES 2018; 93:1014-1020. [PMID: 29465450 DOI: 10.1097/acm.0000000000002183] [Citation(s) in RCA: 122] [Impact Index Per Article: 17.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/11/2023]
Abstract
Gamification involves the application of game design elements to traditionally nongame contexts. It is increasingly being used as an adjunct to traditional teaching strategies in medical education to engage the millennial learner and enhance adult learning. The extant literature has focused on determining whether the implementation of gamification results in better learning outcomes, leading to a dearth of research examining its theoretical underpinnings within the medical education context. The authors define gamification, explore how gamification works within the medical education context using self-determination theory as an explanatory mechanism for enhanced engagement and motivation, and discuss common roadblocks and challenges to implementing gamification.Although previous gamification research has largely focused on determining whether implementation of gamification in medical education leads to better learning outcomes, the authors recommend that future research should explore how and under what conditions gamification is likely to be effective. Selective, purposeful gamification that aligns with learning goals has the potential to increase learner motivation and engagement and, ultimately, learning. In line with self-determination theory, game design elements can be used to enhance learners' feelings of relatedness, autonomy, and competence to foster learners' intrinsic motivation. Poorly applied game design elements, however, may undermine these basic psychological needs by the overjustification effect or through negative effects of competition. Educators must, therefore, clearly understand the benefits and pitfalls of gamification in curricular design, take a thoughtful approach when integrating game design elements, and consider the types of learners and overarching learning objectives.
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Affiliation(s)
- Chrystal Rutledge
- C. Rutledge is assistant professor, Department of Pediatrics, Division of Pediatric Critical Care, University of Alabama School of Medicine, and codirector, Children's of Alabama Pediatric Simulation Center, Birmingham, Alabama. C.M. Walsh is assistant professor, Department of Paediatrics, University of Toronto Faculty of Medicine, staff gastroenterologist, Division of Gastroenterology, Hepatology and Nutrition, Hospital for Sick Children, and cross-appointed scientist, Wilson Centre for Research in Education, Toronto, Ontario, Canada. N. Swinger is assistant professor, Department of Pediatrics, Riley Children's Hospital, Indianapolis, Indiana. M. Auerbach is associate professor, Department of Pediatrics and Emergency Medicine, director of pediatric simulation, Yale Center for Medical Simulation, and associate pediatric trauma medical director, Yale University School of Medicine, New Haven, Connecticut. D. Castro is assistant professor, Department of Pediatrics, Section of Critical Care Medicine, Baylor College of Medicine, Houston, Texas. M. Dewan is assistant professor, Department of Pediatrics, Cincinnati Children's Hospital Medical Center, Cincinnati, Ohio. M. Khattab is assistant professor, Department of Pediatrics, Baylor College of Medicine, Houston, Texas. A. Rake is clinical assistant professor, Department of Pediatrics, Keck School of Medicine of the University of Southern California, and medical director, Children's Hospital Los Angeles Simulation Center and Las Madrinas Pediatric Simulation Research Laboratory, Los Angeles, California. I. Harwayne-Gidansky is assistant professor of clinical pediatrics, Stony Brook Children's Hospital, Stony Brook, New York. T.T. Raymond is professor, Department of Pediatrics, Division of Cardiac Critical Care, Medical City Children's Hospital, Dallas, Texas. T. Maa is assistant clinical professor, Department of Pediatrics, Ohio State University College of Medicine, and medical director, In Situ Simulation Program, Nationwide Children's Hospital, Columbus, Ohio. T.P. Chang is associate professor of clinical pediatrics, Keck School of Medicine of the University of Southern California and Children's Hospital Los Angeles, Los Angeles, California
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Booth R, Sinclair B, McMurray J, Strudwick G, Watson G, Ladak H, Zwarenstein M, McBride S, Chan R, Brennan L. Evaluating a Serious Gaming Electronic Medication Administration Record System Among Nursing Students: Protocol for a Pragmatic Randomized Controlled Trial. JMIR Res Protoc 2018; 7:e138. [PMID: 29807885 PMCID: PMC5996180 DOI: 10.2196/resprot.9601] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2017] [Revised: 04/02/2018] [Accepted: 04/02/2018] [Indexed: 11/17/2022] Open
Abstract
Background Although electronic medication administration record systems have been implemented in settings where nurses work, nursing students commonly lack robust learning opportunities to practice the skills and workflow of digitalized medication administration during their formative education. As a result, nursing students’ performance in administering medication facilitated by technology is often poor. Serious gaming has been recommended as a possible intervention to improve nursing students’ performance with electronic medication administration in nursing education. Objective The objectives of this study are to examine whether the use of a gamified electronic medication administration simulator (1) improves nursing students’ attention to medication administration safety within simulated practice, (2) increases student self-efficacy and knowledge of the medication administration process, and (3) improves motivational and cognitive processing attributes related to student learning in a technology-enabled environment. Methods This study comprised the development of a gamified electronic medication administration record simulator and its evaluation in 2 phases. Phase 1 consists of a prospective, pragmatic randomized controlled trial with second-year baccalaureate nursing students at a Canadian university. Phase 2 consists of qualitative focus group interviews with a cross-section of nursing student participants. Results The gamified medication administration simulator has been developed, and data collection is currently under way. Conclusions If the gamified electronic medication administration simulator is found to be effective, it could be used to support other health professional simulated education and scaled more widely in nursing education programs. Trial Registration ClinicalTrials.gov NCT03219151; https://clinicaltrials.gov/show/NCT03219151 (Archived by WebCite at http://www.webcitation.org/6yjBROoDt) Registered Report Identifier RR1-10.2196/9601
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Affiliation(s)
- Richard Booth
- Arthur Labatt Family School of Nursing, Faculty of Health Sciences, Western University, London, ON, Canada
| | - Barbara Sinclair
- Arthur Labatt Family School of Nursing, Faculty of Health Sciences, Western University, London, ON, Canada
| | - Josephine McMurray
- Business Technology Management/Health Studies, Wilfrid Laurier University, Waterloo, ON, Canada
| | - Gillian Strudwick
- Information Management Group, Centre for Addiction and Mental Health, Toronto, ON, Canada
| | - Gavan Watson
- Teaching Support Centre, Western University, London, ON, Canada
| | - Hanif Ladak
- Department of Medical Biophysics, Faculty of Engineering, Western University, London, ON, Canada
| | - Merrick Zwarenstein
- Centre for Studies in Family Medicine, Schulich School of Medicine and Dentistry, Western University, London, ON, Canada
| | - Susan McBride
- School of Nursing, Texas Tech University Health Sciences Center, Lubbock, TX, United States
| | - Ryan Chan
- Arthur Labatt Family School of Nursing, Faculty of Health Sciences, Western University, London, ON, Canada
| | - Laura Brennan
- Arthur Labatt Family School of Nursing, Faculty of Health Sciences, Western University, London, ON, Canada
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Spiotta AM, Kalhorn S, Patel S. Millenials in Neurosurgery: Is there Hope? Neurosurgery 2018; 83:E71-E73. [DOI: 10.1093/neuros/nyy228] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2018] [Accepted: 05/03/2018] [Indexed: 11/13/2022] Open
Affiliation(s)
- Alejandro M Spiotta
- Department of Neurosurgery, Medical University of South Carolina, Charleston, South Carolina
| | - Stephen Kalhorn
- Department of Neurosurgery, Medical University of South Carolina, Charleston, South Carolina
| | - Sunil Patel
- Department of Neurosurgery, Medical University of South Carolina, Charleston, South Carolina
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Hill RV, Nassrallah Z. A Game-Based Approach to Teaching and Learning Anatomy of the Liver and Portal Venous System. MEDEDPORTAL : THE JOURNAL OF TEACHING AND LEARNING RESOURCES 2018; 14:10696. [PMID: 30800896 PMCID: PMC6342388 DOI: 10.15766/mep_2374-8265.10696] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/03/2017] [Accepted: 02/26/2018] [Indexed: 05/14/2023]
Abstract
Introduction The use of games and game elements as teaching tools has received increasing attention in the medical education literature. Used formatively, games promote student engagement and satisfaction, and encourage collaboration and teamwork among students. They may also help students retain knowledge, although research supporting this notion is limited. This resource contains a 30-minute interactive lab station involving two different game-based activities aimed at teaching functional anatomy of the liver and portal venous system. Methods The first activity is a flipped version of a traditional pinned anatomy practical, wherein students place their own pins on a body donor in response to application-level prompts. The second activity is an outlay-type card game where students assemble cards to depict the venous drainage of gut organs in a healthy patient versus one with portal hypertension. Results In end-of-session reviews, several students volunteered feedback that the activities were effective and enjoyable. Additionally, average student scores on two subject exam questions increased by approximately 13% and 4%, compared with students who took the exam before the game elements were introduced. Discussion These game-based activities may serve as a starting point for others wishing to deal with historically difficult topics in a more engaging way. The tools presented are low-cost, low-tech, and easy to modify for use with different student populations.
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Affiliation(s)
- Robert V. Hill
- Associate Professor, Department of Science Education, Donald and Barbara Zucker School of Medicine at Hofstra/Northwell
| | - Zeinab Nassrallah
- Assistant Professor, Department of Science Education, Donald and Barbara Zucker School of Medicine at Hofstra/Northwell
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Maheu-Cadotte MA, Cossette S, Dubé V, Fontaine G, Mailhot T, Lavoie P, Cournoyer A, Balli F, Mathieu-Dupuis G. Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol. BMJ Open 2018; 8:e019871. [PMID: 29549206 PMCID: PMC5857654 DOI: 10.1136/bmjopen-2017-019871] [Citation(s) in RCA: 39] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/03/2017] [Revised: 01/17/2018] [Accepted: 02/16/2018] [Indexed: 12/24/2022] Open
Abstract
INTRODUCTION Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals' and students' education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students. METHODS AND ANALYSIS A systematic search of the literature will be conducted using a combination of medical subject headings terms and keywords in Cumulative Index of Nursing and Allied Health, Embase, Education Resources Information Center, PsycInFO, PubMed and Web of Science. Studies assessing SGs on engagement and educational outcomes will be included. Two independent reviewers will conduct the screening as well as the data extraction process. The risk of bias of included studies will also be assessed by two reviewers using the Effective Practice and Organisation of Care criteria. Data regarding DEs in SGs will first be synthesised qualitatively. A meta-analysis will then be performed, if the data allow it. Finally, the quality of the evidence regarding the effectiveness of SGs on each outcome will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach. ETHICS AND DISSEMINATION As this systematic review only uses already collected data, no Institutional Review Board approval is required. Its results will be submitted in a peer-reviewed journal by the end of 2018. PROSPERO REGISTRATION NUMBER CRD42017077424.
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Affiliation(s)
- Marc-André Maheu-Cadotte
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
- Centre de recherche du Centre hospitalier de l'Université de Montréal, Montreal, Canada
| | - Sylvie Cossette
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
| | - Véronique Dubé
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
| | - Guillaume Fontaine
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Montreal Heart Institute Research Center, Montreal, Canada
| | - Tanya Mailhot
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Department of Anesthesiology, Faculty of Medicine, Université de Montréal, Montreal, Canada
| | - Patrick Lavoie
- William F Connell School of Nursing, Boston College, Boston, Massachusetts, USA
| | - Alexis Cournoyer
- Faculty of Nursing, Université de Montréal, Montreal, Quebec, Canada
- Resident in Medicine, Clinician-Scientist Program, Université de Montreal, Montréal, Montreal, Canada
- Hôpital du Sacré-Cœur de Montréal, Montreal, Canada
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Gill CJ, Le NB, Halim N, Chi CTH, Nguyen VH, Bonawitz R, Hoang PV, Nguyen HL, Huong PTT, Larson Williams A, Le NA, Sabin L. mCME project V.2.0: randomised controlled trial of a revised SMS-based continuing medical education intervention among HIV clinicians in Vietnam. BMJ Glob Health 2018; 3:e000632. [PMID: 29527350 PMCID: PMC5841494 DOI: 10.1136/bmjgh-2017-000632] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/01/2017] [Revised: 01/17/2018] [Accepted: 01/20/2018] [Indexed: 01/17/2023] Open
Abstract
BACKGROUND Continuing medical education (CME) is indispensable, but costs are a barrier. We tested the effectiveness of a novel mHealth intervention (mCME V.2.0) promoting CME among Vietnamese HIV clinicians. METHODS We enrolled HIV clinicians from three provinces near Hanoi. The 6-month intervention consisted of (1) daily short message service multiple-choice quiz questions, (2) daily linked readings, (3) links to online CME courses and (4) feedback messages describing the performance of the participant relative to the group. Control participants had equal access to the online CME courses. Our primary endpoint was utilisation of the online CME courses; secondary endpoints were self-study behaviour, performance on a standardised medical exam and job satisfaction. RESULTS From 121 total HIV clinicians in the three provinces, 106 (87.6%) enrolled, and 48/53 intervention (90%) and 47/53 control (89%) participants completed the endline evaluations. Compared with controls, intervention participants were more likely to use the CME courses (risk ratio (RR) 2.3, 95% CI 1.4 to 3.8, accounting for 83% of course use (P<0.001)). Intervention participants increased self-study behaviours over controls in terms of use of medical textbooks (P<0.01), consulting with colleagues (P<0.01), searching on the internet (P<0.001), using specialist websites (P=0.02), consulting the Vietnam HIV/AIDS treatment guidelines (P=0.02) and searching the scientific literature (P=0.09). Intervention participants outperformed controls on the exam (+23% vs +12% score gains, P=0.05) and had higher job satisfaction. CONCLUSION The mCME V.2.0 intervention improved self-study behaviour, medical knowledge and job satisfaction. This approach has potential for expansion in Vietnam and similar settings. TRIAL REGISTRATION NUMBER NCT02381743.
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Affiliation(s)
- Christopher J Gill
- Department of Global Health, Boston University School of Public Health, Boston, Massachusetts, USA
| | - Ngoc Bao Le
- Consulting Research for Community Development, Hanoi, Vietnam
| | - Nafisa Halim
- Department of Global Health, Boston University School of Public Health, Boston, Massachusetts, USA
| | - Cao Thi Hue Chi
- Vietnam Authority for AIDS Control, Ministry of Health, Hanoi, Vietnam
| | - Viet Ha Nguyen
- Center for Population Research Information and Databases (CPRID), General Office for Population and Family Planning, Ministry of Health, Hanoi, Vietnam
| | - Rachael Bonawitz
- Department of Global Health, Boston University School of Public Health, Boston, Massachusetts, USA
| | - Pham Vu Hoang
- Center for Population Research Information and Databases (CPRID), General Office for Population and Family Planning, Ministry of Health, Hanoi, Vietnam
| | - Hoang Long Nguyen
- Vietnam Authority for AIDS Control, Ministry of Health, Hanoi, Vietnam
| | | | - Anna Larson Williams
- Department of Global Health, Boston University School of Public Health, Boston, Massachusetts, USA
| | | | - Lora Sabin
- Department of Global Health, Boston University School of Public Health, Boston, Massachusetts, USA
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Leveraging Quick Response Code Technology to Facilitate Simulation-Based Leaderboard Competition. ACTA ACUST UNITED AC 2018; 13:64-71. [DOI: 10.1097/sih.0000000000000281] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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111
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El Tantawi M, Sadaf S, AlHumaid J. Using gamification to develop academic writing skills in dental undergraduate students. EUROPEAN JOURNAL OF DENTAL EDUCATION : OFFICIAL JOURNAL OF THE ASSOCIATION FOR DENTAL EDUCATION IN EUROPE 2018; 22:15-22. [PMID: 27666148 DOI: 10.1111/eje.12238] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 08/22/2016] [Indexed: 05/13/2023]
Abstract
OBJECTIVES To assess the satisfaction of first-year dental students with gamification and its effect on perceived and actual improvement of academic writing. METHODS Two first-year classes of dental undergraduate students were recruited for the study which extended over 4 months and ended in January 2015. A pre-intervention assessment of students' academic writing skills was performed using criteria to evaluate writing. The same criteria were used to evaluate the final writing assignment after the intervention. Students' satisfaction with game aspects was assessed. The per cent change in writing score was regressed on scores of satisfaction with game aspects controlling for gender. Perceived improvement in writing was also assessed. RESULTS Data from 87 (94.6%) students were available for analysis. Students' overall satisfaction with the gamified experience was modest [mean (SD) = 5.9 (2.1)] and so was their overall perception of improvement in writing [mean (SD) = 6.0 (2.2)]. The per cent score of the first assignment was 35.6 which improved to 80 in the last assignment. Satisfaction with playing the game was significantly associated with higher percentage of improvement in actual writing skills [regression coefficient (95% confidence interval) = 21.1 (1.9, 40.2)]. CONCLUSION Using gamification in an obligatory course for first-year dental students was associated with an improvement in academic writing skills although students' satisfaction with game aspects was modest and their willingness to use gamification in future courses was minimal.
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Affiliation(s)
- Maha El Tantawi
- Department of Preventive Dental Sciences, College of Dentistry, University of Dammam, Dammam, Saudi Arabia
| | - Shazia Sadaf
- Department of Dental Education, College of Dentistry, University of Dammam, Dammam, Saudi Arabia
| | - Jehan AlHumaid
- Department of Preventive Dental Sciences, College of Dentistry, University of Dammam, Dammam, Saudi Arabia
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Hopkins L, Hampton BS, Abbott JF, Buery-Joyner SD, Craig LB, Dalrymple JL, Forstein DA, Graziano SC, McKenzie ML, Pradham A, Wolf A, Page-Ramsey SM. To the point: medical education, technology, and the millennial learner. Am J Obstet Gynecol 2018; 218:188-192. [PMID: 28599897 DOI: 10.1016/j.ajog.2017.06.001] [Citation(s) in RCA: 90] [Impact Index Per Article: 12.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/05/2017] [Revised: 05/25/2017] [Accepted: 06/01/2017] [Indexed: 11/26/2022]
Abstract
This article, from the "To The Point" series that was prepared by the Association of Professors of Gynecology and Obstetrics Undergraduate Medical Education Committee, provides an overview of the characteristics of millennials and describes how medical educators can customize and reframe their curricula and teaching methods to maximize millennial learning. A literature search was performed to identify articles on generational learning. We summarize the importance of understanding the attitudes, ideas, and priorities of millennials to tailor educational methods to stimulate and enhance learning. Where relevant, a special focus on the obstetrics and gynecology curriculum is highlighted.
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Planchon J, Vacher A, Comblet J, Rabatel E, Darses F, Mignon A, Pasquier P. Serious game training improves performance in combat life-saving interventions. Injury 2018; 49:86-92. [PMID: 29042033 DOI: 10.1016/j.injury.2017.10.025] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/26/2017] [Revised: 10/08/2017] [Accepted: 10/10/2017] [Indexed: 02/02/2023]
Abstract
AIM In modern warfare, almost 25% of combat-related deaths are considered preventable if life-saving interventions are performed. Therefore, Tactical Combat Casualty Care (TCCC) training for soldiers is a major challenge. In 2014, the French Military Medical Service supported the development of 3D-SC1®, a serious game designed for the French TCCC program, entitled Sauvetage au Combat de niveau 1 (SC1). Our study aimed to evaluate the impact on performance of additional training with 3D-SC1®. MATERIAL AND METHODS The study assessed the performance of soldiers randomly assigned to one of two groups, before (measure 1) and after (measure 2) receiving additional training. This training involved either 3D-SC1® (Intervention group), or a DVD (Control group). The principal measure was the individual performance (on a 16-point scale), assessed by two investigators during a hands-on simulation. First, the mean performance score was compared between the two measures for Intervention and Control groups using a two-tailed paired t-test. Second, a multivariable linear regression was used to determine the difference in the impacts of 3D-SC1® and DVD training, and the order of presentation of the two scenarios, on the mean change from baseline in performance scores. RESULTS AND DISCUSSION A total of 96 subjects were evaluated: seven could not be followed-up, while 50 were randomly allocated to the Intervention group, and 39 to the Control group. Between measure 1 and measure 2, the mean (SD) performance score increased from 9.9 (3.13) to 14.1 (1.23), and from 9.4 (2.97) to 12.5 (1.83), for the Intervention group and Control group, respectively (p<0.0001). The adjusted mean difference in performance scores between 3D-SC1® and DVD training was 1.1 (95% confidence interval -0.3, 2.5) (p=0.14). Overall, the study found that supplementing SC1 training with either 3D-SC1® or DVD improved performance, assessed by a hands-on simulation. However, our analysis did not find a statistically significant difference between the effects of these two training tools. 3D-SC1® could be an efficient and pedagogical tool to train soldiers in life-saving interventions. In the current context of terrorist threat, a specifically-adapted version of 3D-SC1®may be a cost-effective and engaging way to train a large civilian public.
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Affiliation(s)
- Jerome Planchon
- Department of Anaesthesiology and Intensive Care, Begin Military Teaching Hospital, French Military Medical Service, Saint Mande, France.
| | - Anthony Vacher
- Action and Cognition in Operational Situations Department, Institut de Recherche Biomedicale des Armées, French Military Medical Service, Brétigny sur Orge, France.
| | - Jeremy Comblet
- Military Medical Center, Rochefort, French Military Medical Service, France.
| | - Eric Rabatel
- Tactical Care Training Department, French Military Medical Service Academy-École du Val-de-Grâce, Paris, France.
| | - Françoise Darses
- Action and Cognition in Operational Situations Department, Institut de Recherche Biomedicale des Armées, French Military Medical Service, Brétigny sur Orge, France.
| | - Alexandre Mignon
- iLUMENS, Department of Medical Simulation, Paris-Descartes University, Paris, France.
| | - Pierre Pasquier
- Department of Anaesthesiology and Intensive Care, Percy Military Teaching Hospital, French Military Medical Service, Clamart, France.
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Bigdeli S, Kaufman D. Digital games in health professions education: Advantages, disadvantages, and game engagement factors. Med J Islam Repub Iran 2017; 31:117. [PMID: 29951418 PMCID: PMC6014762 DOI: 10.14196/mjiri.31.117] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/03/2017] [Indexed: 12/02/2022] Open
Abstract
Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline.
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Affiliation(s)
- Shoaleh Bigdeli
- Center for Educational Research in Medical Sciences (CERMS), Department of Medical Education, Faculty of Medicine, Iran University of Medical Sciences, Tehran, Iran
| | - David Kaufman
- Faculty of Education, Simon Fraser University (SFU), Vancouver, BC, Canada
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Dini L, Galanski C, Döpfmer S, Gehrke-Beck S, Bayer G, Boeckle M, Micheel I, Novak J, Heintze C. Online Platform as a Tool to Support Postgraduate Training in General Practice - A Case Report. GMS JOURNAL FOR MEDICAL EDUCATION 2017; 34:Doc59. [PMID: 29226227 PMCID: PMC5704610 DOI: 10.3205/zma001136] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Figures] [Subscribe] [Scholar Register] [Received: 09/26/2016] [Revised: 03/16/2017] [Accepted: 05/30/2017] [Indexed: 06/07/2023]
Abstract
Objective: Physicians in postgraduate training (PPT) in General Practice (GP) typically have very little interaction with their peers, as there is usually only one resident physician working in their respective department or GP office at a given time. Therefore, the online platform KOLEGEA, presented here, aims to support postgraduate training in general practice (PT in GP) in Germany through virtual interaction. Methodology: In 2012, the interdisciplinary research project KOLEGEA set up an online platform that any physicians in PT in GP can use for free after registration with their unitary continuous education number (Einheitliche Fortbildungsnummer, EFN). It offers problem-based learning and allows to discuss self-published anonymized patient cases with the community that can be classified and discussed with experienced mentors (specialists in general practice - GPs) in small virtual groups. Results: An anonymous online survey carried out as part of the 2014 project evaluation showed a good acceptance of the platform, even though shortage of time was mentioned as a limiting factor for its use. Data analysis showed that KOLEGEA was used by PPT in GP in all federal states. Patterns of passive use were predominant (90%). This report also describes the further development of the platform (in 2015 and 2016) that integrates an activity monitor as part of a gamification concept. Conclusions: Due to a low response rate of the 2014 online survey and the preliminary evaluations of usage patterns we could identify only initial trends regarding the role of KOLEGEA in supporting PPT. The platform was perceived as a helpful supplement to better structure PT in GP.
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Affiliation(s)
- Lorena Dini
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
| | - Claire Galanski
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
| | - Susanne Döpfmer
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
| | - Sabine Gehrke-Beck
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
| | - Gudrun Bayer
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
| | - Martin Boeckle
- EUROPEAN INSTITUTE FOR PARTICIPATORY MEDIA, Berlin, Germany
| | - Isabel Micheel
- EUROPEAN INSTITUTE FOR PARTICIPATORY MEDIA, Berlin, Germany
| | - Jasminko Novak
- EUROPEAN INSTITUTE FOR PARTICIPATORY MEDIA, Berlin, Germany
| | - Christoph Heintze
- Charité – Universitätsmedizin Berlin, Institute of General Practice, Berlin, Germany
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Lamb LC, DiFiori MM, Jayaraman V, Shames BD, Feeney JM. Gamified Twitter Microblogging to Support Resident Preparation for the American Board of Surgery In-Service Training Examination. JOURNAL OF SURGICAL EDUCATION 2017; 74:986-991. [PMID: 28545826 DOI: 10.1016/j.jsurg.2017.05.010] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/27/2017] [Revised: 05/08/2017] [Accepted: 05/09/2017] [Indexed: 06/07/2023]
Abstract
OBJECTIVE We sought to determine if a daily gamified microblogging project improves American Board of Surgery In-Service Training Examination (ABSITE) scores for participants. DESIGN In July 2016, we instituted a gamified microblogging project using Twitter as the platform and modified questions from one of several available question banks. A question of the day was posted at 7-o׳clock each morning, Monday through Friday. Respondents were awarded points for speed, accuracy, and contribution to discussion topics. The moderator challenged respondents by asking additional questions and prompted them to find evidence for their claims to fuel further discussion. Since 4 months into the microblogging program, a survey was administered to all residents. Responses were collected and analyzed. After 6 months of tweeting, residents took the ABSITE examination. We compared participating residents׳ ABSITE percentile rank to those of their nonparticipating peers. We also compared residents׳ percentile rank from 2016 to those in 2017 after their participation in the microblogging project. SETTING The University of Connecticut general surgery residency is an integrated program that is decentralized across 5 hospitals in the central Connecticut region, including Saint Francis Hospital and Medical Center, located in Hartford. PARTICIPANTS We advertised our account to the University of Connecticut general surgery residents. Out of 45 residents, 11 participated in Twitter microblogging (24.4%) and 17 responded to the questionnaire (37.8%). RESULTS In all, 100% of the residents who were participating in Twitter reported that daily microblogging prompted them to engage in academic reading. Twitter participants significantly increased their ABSITE percentile rank from 2016 to 2017 by an average of 13.7% (±14.1%) while nonparticipants on average decreased their ABSITE percentile rank by 10.0% (±16.6) (p = 0.003). CONCLUSIONS Microblogging via Twitter with gamification is a feasible strategy to facilitate improving performance on the ABSITE, especially in a geographically distributed residency.
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Affiliation(s)
- Laura C Lamb
- Department of Surgery, Saint Francis Hospital and Medical Center, Hartford, Connecticut; Department of Surgery, University of Connecticut School of Medicine, Farmington, Connecticut
| | - Monica M DiFiori
- Department of Surgery, Saint Francis Hospital and Medical Center, Hartford, Connecticut
| | - Vijay Jayaraman
- Department of Surgery, Saint Francis Hospital and Medical Center, Hartford, Connecticut; Department of Surgery, University of Connecticut School of Medicine, Farmington, Connecticut
| | - Brian D Shames
- Department of Surgery, University of Connecticut School of Medicine, Farmington, Connecticut
| | - James M Feeney
- Department of Surgery, Saint Francis Hospital and Medical Center, Hartford, Connecticut; Department of Surgery, University of Connecticut School of Medicine, Farmington, Connecticut.
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Roche CC, Wingo NP, Willig JH. Kaizen: An Innovative Team Learning Experience for First-Semester Nursing Students. J Nurs Educ 2017; 56:124. [PMID: 28141888 DOI: 10.3928/01484834-20170123-11] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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Bigdeli S, Kaufman D. Digital games in medical education: Key terms, concepts, and definitions. Med J Islam Repub Iran 2017; 31:52. [PMID: 29445681 PMCID: PMC5804455 DOI: 10.14196/mjiri.31.52] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2017] [Indexed: 11/18/2022] Open
Abstract
Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.
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Affiliation(s)
- Shoaleh Bigdeli
- Center for Educational Research in Medical Education (CERMS), Department of Medical Education, Faculty of Medicine, Iran University of Medical Sciences (IUMS), Tehran, Iran
| | - David Kaufman
- Faculty of Education, Simon Fraser University (SFU), Vancouver, BC, Canada
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Hirakawa Y, Chiang C, Haregot Hilawe E, Andoh H, Uemura K, Aoyama A. Formative research for the nationwide promotion of a multidisciplinary community-based educational program on end-of-life care. NAGOYA JOURNAL OF MEDICAL SCIENCE 2017. [PMID: 28626258 PMCID: PMC5472548 DOI: 10.18999/nagjms.79.2.229] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
Although one of the most important missions of end-of-life education is to ensure proper inter-professional education (IPE), in Japan, end-of-life care IPE has not been given enough attention especially in community settings. This study aims at developing an effective workshop facilitator training program on end-of-life care IPE and acquiring the know-how to set up and efficiently run administrative offices. We first developed a tentative facilitation training program and conducted it in five cities nationwide. The training strategy was as follows: (1) participating in the workshop, (2) attending a lecture on facilitation, (3) conducting a preparatory study, (4) attending one workshop session as a facilitator, and (5) reflecting on one’s attitude as a facilitator based on workshop participants’ questionnaire, peer-feedback, and video recording. A total of 10 trainees completed the training program. We assessed the level of improvement in the trainees’ facilitation skills and the efficacy of the training course using a qualitative approach. This formative study helped us identify several aspects needing improvement, especially in the areas of information technology and social media. Progress in these areas may have a positive impact on the education of community health care professionals whose study hours are limited, helping provide continued facilitation training.
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Affiliation(s)
- Yoshihisa Hirakawa
- Department of Public Health and Health Systems, Nagoya University Graduate School of Medicine
| | - Chifa Chiang
- Department of Public Health and Health Systems, Nagoya University Graduate School of Medicine
| | - Esayas Haregot Hilawe
- Department of Public Health and Health Systems, Nagoya University Graduate School of Medicine
| | - Hideaki Andoh
- Department of Clinical Nursing, Akita University Graduate School of Health Science
| | - Kazumasa Uemura
- Center for Medical Education, Nagoya University School of Medicine
| | - Atsuko Aoyama
- Department of Public Health and Health Systems, Nagoya University Graduate School of Medicine
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Chapman T, Reid JR, O'Conner EE. Anonymity and Electronics: Adapting Preparation for Radiology Resident Examination. Acad Radiol 2017; 24:657-663. [PMID: 28318992 DOI: 10.1016/j.acra.2017.01.008] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2016] [Revised: 11/21/2016] [Accepted: 01/08/2017] [Indexed: 10/19/2022]
Abstract
RATIONALE AND OBJECTIVES Diagnostic radiology resident assessment has evolved from a traditional oral examination to computerized testing. Teaching faculty struggle to reconcile the differences between traditional teaching methods and residents' new preferences for computerized testing models generated by new examination styles. We aim to summarize the collective experiences of senior residents at three different teaching hospitals who participated in case review sessions using a computer-based, interactive, anonymous teaching tool, rather than the Socratic method. MATERIALS AND METHODS Feedback was collected from radiology residents following participation in a senior resident case review session using Nearpod, which allows residents to anonymously respond to the teaching material. RESULTS Subjective resident feedback was uniformly enthusiastic. Ninety percent of residents favor a case-based board review incorporating multiple-choice questions, and 94% favor an anonymous response system. CONCLUSIONS Nearpod allows for inclusion of multiple-choice questions while also providing direct feedback to the teaching faculty, helping to direct the instruction and clarify residents' gaps in knowledge before the Core Examination.
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Wilson AS, O'Connor J, Taylor L, Carruthers D. A 3D virtual reality ophthalmoscopy trainer. CLINICAL TEACHER 2017; 14:427-431. [DOI: 10.1111/tct.12646] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Affiliation(s)
- Andrew S Wilson
- School of Computing and Digital Technology; Birmingham City University; Birmingham UK
| | - Jake O'Connor
- School of Computing and Digital Technology; Birmingham City University; Birmingham UK
| | - Lewis Taylor
- Sandwell and West Birmingham Hospitals Trust; Birmingham UK
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Abstract
STATEMENT Serious games are computer-based games designed for training purposes. They are poised to expand their role in medical education. This systematic review, conducted in accordance with PRISMA guidelines, aimed to synthesize current serious gaming trends in health care training, especially those pertaining to developmental methodologies and game evaluation. PubMed, EMBASE, and Cochrane databases were queried for relevant documents published through December 2014. Of the 3737 publications identified, 48 of them, covering 42 serious games, were included. From 2007 to 2014, they demonstrate a growth from 2 games and 2 genres to 42 games and 8 genres. Overall, study design was heterogeneous and methodological quality by MERQSI score averaged 10.5/18, which is modest. Seventy-nine percent of serious games were evaluated for training outcomes. As the number of serious games for health care training continues to grow, having schemas that organize how educators approach their development and evaluation is essential for their success.
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Shah BJ, de Melo SW, Falk GW. Four Approaches to Reinvigorate Learning for the 21st Century Gastroenterologist. Gastroenterology 2016; 151:218-21. [PMID: 27373515 DOI: 10.1053/j.gastro.2016.06.044] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/02/2022]
Affiliation(s)
- Brijen J Shah
- Department of Medicine, Icahn School of Medicine at Mount Sinai, New York, New York.
| | - Silvio W de Melo
- Deparment of Medicine, University of Florida College of Medicine, Jacksonville, Florida
| | - Gary W Falk
- Department of Medicine, University of Pennsylvania Perelman School of Medicine, Philadelphia, Pennsylvania
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Pasquier P, Mérat S, Malgras B, Petit L, Queran X, Bay C, Boutonnet M, Jault P, Ausset S, Auroy Y, Perez JP, Tesnière A, Pons F, Mignon A. A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment. JMIR Serious Games 2016; 4:e5. [PMID: 27194369 PMCID: PMC4889867 DOI: 10.2196/games.5340] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2015] [Revised: 02/20/2016] [Accepted: 02/20/2016] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND The French Military Health Service has standardized its military prehospital care policy in a ''Sauvetage au Combat'' (SC) program (Forward Combat Casualty Care). A major part of the SC training program relies on simulations, which are challenging and costly when dealing with more than 80,000 soldiers. In 2014, the French Military Health Service decided to develop and deploy 3D-SC1, a serious game (SG) intended to train and assess soldiers managing the early steps of SC. OBJECTIVES The purpose of this paper is to describe the creation and production of 3D-SC1 and to present its deployment. METHODS A group of 10 experts and the Paris Descartes University Medical Simulation Department spin-off, Medusims, coproduced 3D-SC1. Medusims are virtual medical experiences using 3D real-time videogame technology (creation of an environment and avatars in different scenarios) designed for educational purposes (training and assessment) to simulate medical situations. These virtual situations have been created based on real cases and tested on mannequins by experts. Trainees are asked to manage specific situations according to best practices recommended by SC, and receive a score and a personalized feedback regarding their performance. RESULTS The scenario simulated in the SG is an attack on a patrol of 3 soldiers with an improvised explosive device explosion as a result of which one soldier dies, one soldier is slightly stunned, and the third soldier experiences a leg amputation and other injuries. This scenario was first tested with mannequins in military simulation centers, before being transformed into a virtual 3D real-time scenario using a multi-support, multi-operating system platform, Unity. Processes of gamification and scoring were applied, with 2 levels of difficulty. A personalized debriefing was integrated at the end of the simulations. The design and production of the SG took 9 months. The deployment, performed in 3 months, has reached 84 of 96 (88%) French Army units, with a total of 818 hours of connection in the first 3 months. CONCLUSIONS The development of 3D-SC1 involved a collaborative platform with interdisciplinary actors from the French Health Service, a university, and videogame industry. Training each French soldier with simulation exercises and mannequins is challenging and costly. Implementation of SGs into the training program could offer a unique opportunity at a lower cost to improve training and subsequently the real-time performance of soldiers when managing combat casualties; ideally, these should be combined with physical simulations.
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Affiliation(s)
- Pierre Pasquier
- Percy Military Teaching Hospital, Department of anesthesiology and intensive care, French Military Health Service, Clamart, France.
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Can New Digital Technologies Support Parasitology Teaching and Learning? Trends Parasitol 2016; 32:522-530. [PMID: 27131629 DOI: 10.1016/j.pt.2016.04.004] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2016] [Revised: 02/14/2016] [Accepted: 04/05/2016] [Indexed: 11/22/2022]
Abstract
Traditionally, parasitology courses have mostly been taught face-to-face on campus, but now digital technologies offer opportunities for teaching and learning. Here, we give a perspective on how new technologies might be used through student-centred teaching approaches. First, a snapshot of recent trends in the higher education is provided; then, a brief account is given of how digital technologies [e.g., massive open online courses (MOOCs), flipped classroom (FC), games, quizzes, dedicated Facebook, and digital badges] might promote parasitology teaching and learning in digital learning environments. In our opinion, some of these digital technologies might be useful for competency-based, self-regulated, learner-centred teaching and learning in an online or blended teaching environment.
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Lewis ZH, Swartz MC, Lyons EJ. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games Health J 2016; 5:93-9. [PMID: 26812253 DOI: 10.1089/g4h.2015.0078] [Citation(s) in RCA: 52] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
Rewards are commonly used in interventions to change behavior, but they can inhibit development of intrinsic motivation, which is associated with long-term behavior maintenance. Gamification is a novel intervention strategy that may target intrinsic motivation through fun and enjoyment. Before the effects of gamified interventions on motivation can be determined, there must be an understanding of how gamified interventions operationalize rewards, such as point systems. The purpose of this review is to determine the prevalence of different reward types, specifically point systems, within gamified interventions. Electronic databases were searched for relevant articles. Data sources included Medline OVID, Medline PubMed, Web of Science, CINAHL, Cochrane Central, and PsycINFO. Out of the 21 articles retrieved, 18 studies described a reward system and were included in this review. Gamified interventions were designed to target a myriad of clinical outcomes across diverse populations. Rewards included points (n = 14), achievements/badges/medals (n = 7), tangible rewards (n = 7), currency (n = 4), other unspecified rewards (n = 3), likes (n = 2), animated feedback (n = 1), and kudos (n = 1). Rewards, and points in particular, appear to be a foundational component of gamified interventions. Despite their prevalence, authors seldom described the use of noncontingent rewards or how the rewards interacted with other game features. The reward systems relying on tangible rewards and currency may have been limited by inhibited intrinsic motivation. As gamification proliferates, future research should explicitly describe how rewards were operationalized in the intervention and evaluate the effects of gamified rewards on motivation across populations and research outcomes.
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Affiliation(s)
- Zakkoyya H Lewis
- 1 Division of Rehabilitation Sciences, University of Texas Medical Branch , Galveston, Texas
| | - Maria C Swartz
- 1 Division of Rehabilitation Sciences, University of Texas Medical Branch , Galveston, Texas
| | - Elizabeth J Lyons
- 1 Division of Rehabilitation Sciences, University of Texas Medical Branch , Galveston, Texas.,2 Department of Nutrition and Metabolism, University of Texas Medical Branch , Galveston, Texas.,3 Center for Interdisciplinary Research in Women's Health, University of Texas Medical Branch , Galveston, Texas
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Torous J, O'Connor R, Franzen J, Snow C, Boland R, Kitts R. Creating a Pilot Educational Psychiatry Website: Opportunities, Barriers, and Next Steps. JMIR MEDICAL EDUCATION 2015; 1:e14. [PMID: 27731837 PMCID: PMC5041344 DOI: 10.2196/mededu.4580] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/26/2015] [Revised: 09/10/2015] [Accepted: 09/22/2015] [Indexed: 06/06/2023]
Abstract
BACKGROUND While medical students and residents may be utilizing websites as online learning resources, medical trainees and educators now have the opportunity to create such educational websites and digital tools on their own. However, the process and theory of building educational websites for medical education have not yet been fully explored. OBJECTIVE To understand the opportunities, barriers, and process of creating a novel medical educational website. METHODS We created a pilot psychiatric educational website to better understand the options, opportunities, challenges, and processes involved in the creation of a psychiatric educational website. We sought to integrate visual and interactive Web design elements to underscore the potential of such Web technology. RESULTS A pilot website (PsychOnCall) was created to demonstrate the potential of Web technology in medical and psychiatric education. CONCLUSIONS Creating an educational website is now technically easier than ever before, and the primary challenge no longer is technology but rather the creation, validation, and maintenance of information for such websites as well as translating text-based didactics into visual and interactive tools. Medical educators can influence the design and implementation of online educational resources through creating their own websites and engaging medical students and residents in the process.
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Affiliation(s)
- John Torous
- Department of Psychiatry, Brigham and Women's Hospital, Harvard Medical School, Boston, MA, United States.
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MacKinnon RJ, Stoeter R, Doherty C, Fullwood C, Cheng A, Nadkarni V, Stenfors-Hayes T, Chang TP. Self-motivated learning with gamification improves infant CPR performance, a randomised controlled trial. BMJ SIMULATION & TECHNOLOGY ENHANCED LEARNING 2015; 1:71-76. [DOI: 10.1136/bmjstel-2015-000061] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 09/15/2015] [Indexed: 12/12/2022]
Abstract
BackgroundEffective paediatric basic life support improves survival and outcomes. Current cardiopulmonary resuscitation (CPR) training involves 4-yearly courses plus annual updates. Skills degrade by 3–6 months. No method has been described to motivate frequent and persistent CPR practice. To achieve this, we explored the use of competition and a leaderboard, as a gamification technique, on a CPR training feedback device, to increase CPR usage and performance.ObjectiveTo assess whether self-motivated CPR training with integrated CPR feedback improves quality of infant CPR over time, in comparison to no refresher CPR training.DesignRandomised controlled trial (RCT) to assess the effect of self-motivated manikin-based learning on infant CPR skills over time.SettingA UK tertiary children's hospital.Participants171 healthcare professionals randomly assigned to self-motivated CPR training (n=90) or no refresher CPR training (n=81) and followed for 26 weeks.InterventionThe intervention comprised 24 h a day access to a CPR training feedback device and anonymous leaderboard. The CPR training feedback device calculated a compression score based on rate, depth, hand position and release and a ventilation score derived from rate and volume.Main outcome measureThe outcome measure was Infant CPR technical skill performance score as defined by the mean of the cardiac compressions and ventilations scores, provided by the CPR training feedback device software. The primary analysis considered change in score from baseline to 6 months.ResultsOverall, the control group showed little change in their scores (median 0, IQR −7.00–5.00) from baseline to 6 months, while the intervention group had a slight median increase of 0.50, IQR 0.00–33.50. The two groups were highly significantly different in their changes (p<0.001).ConclusionsA significant effect on CPR performance was demonstrated by access to self-motivated refresher CPR training, a competitive leaderboard and a CPR training feedback device.
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Yuh DD. Gamification in thoracic surgery education: A slam dunk? J Thorac Cardiovasc Surg 2015; 150:1038-9. [PMID: 26320778 DOI: 10.1016/j.jtcvs.2015.08.004] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/02/2015] [Accepted: 08/03/2015] [Indexed: 10/23/2022]
Affiliation(s)
- David D Yuh
- Section of Cardiac Surgery, Yale University School of Medicine, New Haven, Conn.
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Mokadam NA, Lee R, Vaporciyan AA, Walker JD, Cerfolio RJ, Hermsen JL, Baker CJ, Mark R, Aloia L, Enter DH, Carpenter AJ, Moon MR, Verrier ED, Fann JI. Gamification in thoracic surgical education: Using competition to fuel performance. J Thorac Cardiovasc Surg 2015; 150:1052-8. [PMID: 26318012 DOI: 10.1016/j.jtcvs.2015.07.064] [Citation(s) in RCA: 58] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/22/2015] [Revised: 07/02/2015] [Accepted: 07/19/2015] [Indexed: 12/12/2022]
Abstract
OBJECTIVES In an effort to stimulate residents and trainers to increase their use of simulation training and the Thoracic Surgery Curriculum, a gamification strategy was developed in a friendly but competitive environment. METHODS "Top Gun." Low-fidelity simulators distributed annually were used for the technical competition. Baseline and final video assessments were performed, and 5 finalists were invited to compete in a live setting from 2013 to 2015. "Jeopardy." A screening examination was devised to test knowledge contained in the Thoracic Surgery Curriculum. The top 6 2-member teams were invited to compete in a live setting structured around the popular game show Jeopardy. RESULTS "Top Gun." Over 3 years, there were 43 baseline and 34 final submissions. In all areas of assessment, there was demonstrable improvement. There was increasing evidence of simulation as seen by practice and ritualistic behavior. "Jeopardy." Sixty-eight individuals completed the screening examination, and 30 teams were formed. The largest representation came from the second-year residents in traditional programs. Contestants reported an average in-training examination percentile of 72.9. Finalists reported increased use of the Thoracic Surgery Curriculum by an average of 10 hours per week in preparation. The live competition was friendly, engaging, and spirited. CONCLUSIONS This gamification approach focused on technical and cognitive skills, has been successfully implemented, and has encouraged the use of simulators and the Thoracic Surgery Curriculum. This framework may capitalize on the competitive nature of our trainees and can provide recognition of their achievements.
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Affiliation(s)
- Nahush A Mokadam
- Division of Cardiothoracic Surgery, University of Washington, Seattle, Wash.
| | - Richard Lee
- Center for Comprehensive Cardiovascular Care, St Louis University, St Louis, Mo
| | | | - Jennifer D Walker
- Heart and Vascular Center of Excellence, University of Massachusetts, Worcester, Mass
| | - Robert J Cerfolio
- Section of Thoracic Surgery, University of Alabama-Birmingham, Birmingham, Ala
| | - Joshua L Hermsen
- Division of Cardiothoracic Surgery, University of Washington, Seattle, Wash
| | - Craig J Baker
- CardioVascular Thoracic Institute, University of Southern California, Los Angeles, Calif
| | - Rebecca Mark
- Joint Council on Thoracic Surgery Education, Inc, Chicago, Ill
| | - Lauren Aloia
- Joint Council on Thoracic Surgery Education, Inc, Chicago, Ill
| | - Dan H Enter
- Division of Cardiac Surgery, Northwestern University, Chicago, Ill
| | - Andrea J Carpenter
- Division of Thoracic Surgery, University of Texas-San Antonio, San Antonio, Tex
| | - Marc R Moon
- Division of Cardiothoracic Surgery, Washington University School of Medicine, St Louis, Mo
| | - Edward D Verrier
- Division of Cardiothoracic Surgery, University of Washington, Seattle, Wash
| | - James I Fann
- Department of Cardiothoracic Surgery, Stanford University, Stanford, Calif
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Khare R, Good BM, Leaman R, Su AI, Lu Z. Crowdsourcing in biomedicine: challenges and opportunities. Brief Bioinform 2015; 17:23-32. [PMID: 25888696 DOI: 10.1093/bib/bbv021] [Citation(s) in RCA: 59] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/06/2023] Open
Abstract
The use of crowdsourcing to solve important but complex problems in biomedical and clinical sciences is growing and encompasses a wide variety of approaches. The crowd is diverse and includes online marketplace workers, health information seekers, science enthusiasts and domain experts. In this article, we review and highlight recent studies that use crowdsourcing to advance biomedicine. We classify these studies into two broad categories: (i) mining big data generated from a crowd (e.g. search logs) and (ii) active crowdsourcing via specific technical platforms, e.g. labor markets, wikis, scientific games and community challenges. Through describing each study in detail, we demonstrate the applicability of different methods in a variety of domains in biomedical research, including genomics, biocuration and clinical research. Furthermore, we discuss and highlight the strengths and limitations of different crowdsourcing platforms. Finally, we identify important emerging trends, opportunities and remaining challenges for future crowdsourcing research in biomedicine.
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Abstract
Gamification is defined as the use of game design elements in a nongame context. While gamification is not a new concept, new dynamics are unfolding that may cause more businesses, educators, and librarians to consider the use of game-like elements into future endeavors. In addition to more generation Y or millennials entering higher education and the workplace, there has been a significant acceptance of routinely using smartphones and playing games. This column will explain what gamification is, provide an overview of the benefits and concerns surrounding gamification, and describe how and where it is currently being used.
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Affiliation(s)
- Tara J Brigham
- a Winn-Dixie Foundation Medical Library, Mayo Clinic , Jacksonville , Florida , USA
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