Substitution of a Traditional Face-to-Face Workshop With Virtual Escape Room in Higher Education: A Cost-Effectiveness Analysis.

IF 2.1 3区 医学 Q3 HEALTH CARE SCIENCES & SERVICES Simulation in Healthcare-Journal of the Society for Simulation in Healthcare Pub Date : 2025-02-01 Epub Date: 2024-08-08 DOI:10.1097/SIH.0000000000000811
Sunanthiny Krishnan, Zanfina Ademi, Daniel Malone, Tamrat Befekadu Abebe, Angelina Lim
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Abstract

Introduction: Online education games are gaining ground in health profession education, yet there is limited literature on its costs. This study is an economic evaluation of the substitution of a face-to-face (F2F) workshop with an online escape room game teaching the same content.

Methods: A traditional F2F workshop on hepatitis management was conducted with 364 students in 2021 and was compared with a virtual self-run escape room game called Hepatitiscape™, which was used by 417 students in 2022. The outcomes were final examination and objective structured clinical examination (OSCE) scores for hepatitis stations. An incremental cost-effectiveness ratio was used to compare costs and outcomes. Student perceptions of the delivery of Hepatitiscape™ were also captured using an online questionnaire.

Results: Delivering the hepatitis case workshop via Hepatitiscape™ yielded an additional 4.77% increase in the final examination score and a 21.04% increase in the OSCE score at an additional cost of AUD $4212 in the first year compared with F2F delivery. This equated to an incremental cost-effectiveness ratio of AUD 883 per additional score of final examination and AUD 200 per additional score of OSCE for hepatitis stations. Hepatitiscape™ became cost saving from the second year onward. Student perception data revealed their recall of content was higher owing to the iterative design of the gaming elements.

Conclusions: Hepatitiscape™ is likely to be a cost-effective strategy to deliver workshops that are routinely delivered F2F to test knowledge-based constructs. In addition, virtual gaming has a logistical advantage over F2F delivery in that it enhances student participation from remote locations and allows for better control and flexibility of content delivery with increasing or decreasing cohort sizes, and can have potential long-term sustainable savings.

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在高等教育中用虚拟逃生室取代传统的面对面工作坊:成本效益分析
简介在线教育游戏在卫生专业教育中的应用越来越广泛,但有关其成本的文献却很有限。本研究对以在线密室游戏取代面对面(F2F)研讨会教授相同内容进行了经济评估:2021年,364名学生参加了关于肝炎管理的传统F2F研讨会,2022年,417名学生参加了名为 "Hepatitiscape™"的虚拟自主逃脱室游戏。结果为肝炎站的期末考试和客观结构化临床检查(OSCE)得分。采用增量成本效益比来比较成本和结果。此外,还通过在线问卷调查了解了学生对 Hepatitiscape™ 的看法:结果:通过 Hepatitiscape™ 开展肝炎病例研讨会,第一年的期末考试成绩比通过 F2F 开展提高了 4.77%,OSCE 成绩提高了 21.04%,额外成本为 4212 澳元。这相当于肝炎站期末考试每增加一个分数的增量成本效益比为 883 澳元,OSCE 每增加一个分数的增量成本效益比为 200 澳元。从第二年开始,Hepatitiscape™ 开始变得节约成本。学生的感知数据显示,由于迭代设计了游戏元素,他们对内容的记忆度更高:Hepatitiscape™ 可能是一种具有成本效益的策略,可用于举办常规的 F2F 研习班,以测试基于知识的构建。此外,虚拟游戏在后勤方面比 F2F 方式更有优势,因为它能提高学生在远程地点的参与度,并能更好地控制和灵活地提供内容,以适应学生人数的增减,并有可能实现长期可持续的节约。
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来源期刊
CiteScore
4.00
自引率
8.30%
发文量
158
审稿时长
6-12 weeks
期刊介绍: Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare is a multidisciplinary publication encompassing all areas of applications and research in healthcare simulation technology. The journal is relevant to a broad range of clinical and biomedical specialties, and publishes original basic, clinical, and translational research on these topics and more: Safety and quality-oriented training programs; Development of educational and competency assessment standards; Reports of experience in the use of simulation technology; Virtual reality; Epidemiologic modeling; Molecular, pharmacologic, and disease modeling.
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