An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-07-25 DOI:10.1089/g4h.2023.0197
Serena Bardelli, Giulio Del Corso, Massimiliano Ciantelli, Marta Del Pistoia, Rosa T Scaramuzzo, Armando Cuttano
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Abstract

Background: The social restrictions imposed by the COVID-19 pandemic have disrupted traditional teaching methods and encouraged the development of innovative and safer approaches based on distance learning. Among these novel techniques, digital game-based learning (DGBL) is a method that facilitates learning through the efficient use of interactive software tailored to the user. Methods: In this work, we investigated the effectiveness of the DGBL methodology for remote training using a game-based digital learning software designed about remote neonatal resuscitation. The DGBL approach was validated in 52 anesthesiologist trainees and compared to a homogenous retrospective control group of pediatric trainees with the same prior knowledge, who followed an in-person training course using the digital serious game. Scores obtained during each game session are recorded and used to assess progress in knowledge of the flowchart, decision time, timing of assisted ventilation, and ability to check equipment. Results: The results confirmed the effectiveness of the remote training mode for each of the analyzed features, whereas no statistically significant advantages of using a supervised DGBL were found. Conclusion: In conclusion, the DGBL remote training approach is a valuable tool that can provide users with an interactive, effective, and enjoyable learning experience. Future developments will concern the implementation of multiplayer versions to stimulate interaction between users for the development of inter-professional and teamwork skills.

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用于新生儿复苏培训的原创远程数字严肃游戏:COVID-19 时代的新机遇。
背景:COVID-19 大流行所带来的社会限制打破了传统的教学方法,并鼓励开发基于远程学习的更安全的创新方法。在这些新技术中,基于数字游戏的学习(DGBL)是一种通过有效使用为用户量身定制的互动软件来促进学习的方法。方法:在这项工作中,我们研究了 DGBL 方法在远程培训中的有效性,并使用了一款基于游戏的数字学习软件,该软件是为远程新生儿复苏而设计的。我们在 52 名麻醉科受训人员中验证了 DGBL 方法,并将其与具有相同先验知识的儿科受训人员组成的同质回顾性对照组进行了比较。每次游戏过程中获得的分数都会被记录下来,用于评估学员在流程图知识、决策时间、辅助通气时机和设备检查能力方面的进步。结果:结果证实了远程培训模式对每个分析功能的有效性,而使用有监督的 DGBL 在统计学上没有发现明显的优势。结论总之,DGBL 远程培训方法是一种有价值的工具,可以为用户提供互动、有效和愉快的学习体验。未来的发展将涉及多人版本的实施,以激发用户之间的互动,培养跨专业和团队合作技能。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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