Electronic feedback alone vs. electronic feedback plus in-person debriefing, for a serious game designed to teach novice anesthesiology residents to perform general anesthesia for cesarean delivery: a randomized controlled trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-17 DOI:10.2196/59047
Allison Lee, Stephanie Goodman, Chen Miao Chen, Ruth Landau, Madhabi Chatterji
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引用次数: 0

Abstract

Background: EmergenCSimTM, is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia (GA) for emergent cesarean delivery (CD) for umbilical cord prolapse. The game was developed as an alternative teaching tool because of diminishing real-world exposure of anesthesiology trainees to this clinical scenario. Traditional debriefing (facilitator-guided reflection) is considered to be integral to experiential learning but requires the participation of an instructor. The optimal debriefing methods for SGs have not been well-studied. Electronic feedback is commonly provided at the conclusion of SGs, so we aimed to compare the effectiveness of learning when an in-person debrief is added to electronic feedback compared to using electronic feedback alone.

Objective: We hypothesized that an in-person debriefing in addition to the SG-embedded electronic feedback will provide superior learning than electronic feedback alone.

Methods: Novice 1st year anesthesiology residents (CA-1) (n=51) (i) watched a recorded lecture on GA for emergent CD, (ii) took a 26-item multiple-choice question (MCQ) pre-test, and (iii) played EmergenCSimTM (maximum score 196.5). They were randomized to either the control group which experienced the electronic feedback alone (Group EF, n=26) or the intervention group, which experienced the SG-embedded electronic feedback and an in-person debriefing (Group IPD+EF, n=25). All subjects played the SG a 2nd time, with instructions to try to increase their score, then they took a 26-item MCQ post-test. Pre-and post-tests (maximum score of 26 points each), were validated parallel forms.

Results: For Groups EF and IPD+EF respectively, mean pre-test scores were18.6 (SD 2.5) and 19.4 (SD 2.3), and mean post-test scores were 22.6 (SD 2.2) and 22.1 (SD 1.6); F=1.8, P =.19. SG scores for Groups EF and IPD+EF respectively were - mean 1st play SG scores of 135 (SE 4.4) and 141 (SE 4.5), and mean 2nd play SG scores were 163.1 (SE 2.9) and 173.3 (SE 2.9); F= 137.7, P < .001.

Conclusions: Adding an in-person debriefing experience led to greater improvement in SG scores, emphasizing the learning benefits of this practice. Improved SG performance in both groups suggests that SGs have a role as independent, less resource-intensive educational tools.

Clinicaltrial: None.

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针对麻醉学住院医师新手进行剖宫产全身麻醉教学的严肃游戏:一项随机对照试验。
背景:EmergenCSimTM 是一款由研究人员开发的新颖严肃游戏(SG),内嵌评分和反馈工具,再现了产科手术室的环境。学习者必须为脐带脱垂的紧急剖宫产(CD)实施全身麻醉(GA)。由于麻醉学受训者在现实世界中接触这种临床场景的机会越来越少,因此开发了这款游戏作为替代教学工具。传统的汇报(引导者指导下的反思)被认为是体验式学习不可或缺的一部分,但需要指导者的参与。对 SG 的最佳汇报方法尚未进行深入研究。电子反馈通常是在小组活动结束时提供的,因此,我们的目的是比较在电子反馈的基础上进行面对面汇报与单独使用电子反馈的学习效果:我们假设,除了 SG 嵌入式电子反馈外,当面汇报将比单独使用电子反馈提供更好的学习效果:麻醉科一年级新住院医师(CA-1)(n=51)(i) 观看了关于急诊 CD 的 GA 的录制讲座,(ii) 进行了 26 项选择题 (MCQ) 前测,(iii) 玩了 EmergenCSimTM(最高分 196.5)。受试者被随机分为对照组和干预组,对照组只体验电子反馈(EF 组,26 人),干预组则体验 SG 嵌入式电子反馈和面对面汇报(IPD+EF 组,25 人)。所有受试者都进行了第二次 SG 游戏,并在指导下努力提高分数,然后参加了 26 项 MCQ 后测。前测和后测(最高分各为 26 分)均为经过验证的平行形式:EF组和IPD+EF组的前测平均分分别为18.6分(标清2.5分)和19.4分(标清2.3分),后测平均分分别为22.6分(标清2.2分)和22.1分(标清1.6分);F=1.8,P=.19。EF 组和 IPD+EF 组的 SG 得分分别为 - 第 1 次游戏 SG 平均得分 135(SE 4.4)和 141(SE 4.5),第 2 次游戏 SG 平均得分 163.1(SE 2.9)和 173.3(SE 2.9);F= 137.7,P <.001:增加当面汇报的经历会使 SG 分数有更大的提高,强调了这种做法的学习益处。两组SG成绩的提高表明,SG可以作为独立的、资源消耗较少的教育工具发挥作用:临床试验:无。
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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.
期刊最新文献
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation. Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis. Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial. Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study. A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial.
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