Psychobabble: A Preliminary Study of the Novel Educational Game to Teach Psychiatric Interviewing Techniques.

IF 2.2 4区 医学 Q1 EDUCATION & EDUCATIONAL RESEARCH Academic Psychiatry Pub Date : 2024-08-19 DOI:10.1007/s40596-024-02026-1
Gabriella M Thiessen, Dean J Atkinson
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Abstract

Objective: This article details a novel intervention for teaching psychiatric interviewing techniques implemented at McGovern Medical School at UTHealth Houston.

Methods: Forty medical students played the newly developed educational game Psychobabble to enhance their assessment of auditory hallucinations. Pre-session and post-session surveys assessed students' inquiry methods, competence, training relevance, and exercise efficacy. Paired t-tests compared pre-session and post-session data. Qualitative analysis identified emergent themes from participant comments.

Results: There was an average increase of 12.11 questions between the estimated number of questions (mean = 9.57; SD = 6.00) and the actual number of questions formulated during the game (mean = 21.68; SD = 5.40; p < 0.01). There was a significant increase from the pre-session (mean = 1.82; SD = 0.97) to the post-session (mean = 3.72; SD = 0.76) self-reported competence levels, which more than doubled on average (p < 0.01).

Conclusion: The themes that emerged from the qualitative data demonstrate that Psychobabble encourages creativity, broadens assessment methods, has educational significance for learners, and may ultimately lead to improved patient care by enhancing the understanding and diagnosis of psychiatric symptomatology. Medical schools and residency training programs should consider incorporating educational games such as Psychobabble to enhance the interviewing techniques of trainees and their self-efficacy in these skills.

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Psychobabble:教授精神科访谈技巧的新颖教育游戏的初步研究。
目的本文详细介绍了休斯顿UTHealth大学麦戈文医学院(McGovern Medical School at UTHealth Houston)实施的一项新颖的精神病学问诊技巧教学干预措施:方法:40 名医科学生玩了新开发的教育游戏 Psychobabble,以提高他们对幻听的评估能力。课前和课后调查评估了学生的探究方法、能力、培训相关性和练习效果。通过配对 t 检验比较了课前和课后数据。定性分析从参与者的评论中确定了新出现的主题:结果:估计的问题数量(平均值 = 9.57;标准差 = 6.00)与游戏过程中实际提出的问题数量(平均值 = 21.68;标准差 = 5.40;P)之间平均增加了 12.11 个问题:从定性数据中得出的主题表明,Psychobabble 鼓励创造性,拓宽了评估方法,对学习者具有教育意义,并可通过加强对精神症状的理解和诊断,最终改善对患者的护理。医学院校和住院医师培训项目应考虑将《Psychobabble》等教育游戏纳入其中,以提高受训者的面谈技巧及其对这些技巧的自我效能感。
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来源期刊
CiteScore
3.60
自引率
20.00%
发文量
157
期刊介绍: Academic Psychiatry is the international journal of the American Association of Chairs of Departments of Psychiatry, American Association of Directors of Psychiatric Residency Training, Association for Academic Psychiatry, and Association of Directors of Medical Student Education in Psychiatry. Academic Psychiatry publishes original, scholarly work in psychiatry and the behavioral sciences that focuses on innovative education, academic leadership, and advocacy. The scope of the journal includes work that furthers knowledge and stimulates evidence-based advances in academic psychiatry in the following domains: education and training, leadership and administration, career and professional development, ethics and professionalism, and health and well-being.
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