Gamification in the Design of Virtual Patients for Swedish Military Medics to Support Trauma Training: Interaction Analysis and Semistructured Interview Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-22 DOI:10.2196/63390
Natalia Stathakarou, Andrzej A Kononowicz, Erik Mattsson, Klas Karlgren
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Abstract

Background: This study explores gamification in the design of virtual patients (VPs) to enhance the training of Swedish military medics in trauma care. The challenges related to prehospital trauma care faced on the battlefield require tailored educational tools that support military medics' education and training.

Objective: The aim of the study is to investigate how to design VPs with game elements for Swedish military medics to support learning in military trauma care. By understanding the reasoning and perceptions of military medics when interacting with VPs, this study aims to provide insights and recommendations for designing VPs with game elements that are specifically tailored to their needs.

Methods: The study involved 14 Swedish military medics of the Home Guard-National Security Forces participating in a tactical combat care course. Participants interacted with 3 different VP cases designed to simulate military trauma scenarios. Data were collected through think-aloud sessions and semistructured interviews. The data were analyzed using interaction analysis, structured by the unawareness, problem identification, explanation, and alternative strategies or solutions (uPEA) framework, and reflexive thematic analysis to explore participants' reasoning processes and perceptions and identify possible game elements to inform the VP design.

Results: Mapping the military medics' reasoning to the uPEA framework revealed that study participants became more creative after making a mistake followed by feedback and after receiving a prompt to make a new decision. The thematic analysis revealed 6 themes: motivation, "keep on trying"; agency in interaction with VPs; realistic tactical experience; confidence, "I know that the knowledge I have works"; social influence on motivation; and personalized learning. Participants suggested that game elements such as scoring; badges; virtual goods; progress bars; performance tables; content unlocking; hints; challenge; control; imposed choice; narrative; avatars; sensation; randomness; difficulty adapting; competition; leaderboards; social pressure; progression; and renovation can promote engagement, motivation, and support confidence in decision-making.

Conclusions: Gamification in the design of VPs represents a promising approach to military medical training, offering a platform for medics to practice medical and tactical decision-making in a risk-free environment. The insights gained by the study may encourage designing VPs with game elements, as well as including possibly wrong decisions, their consequences, and relevant feedback, that may support military medics' reflections and decision-making.

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为瑞典军医设计虚拟病人以支持创伤培训中的游戏化:交互分析和半结构式访谈研究。
背景:本研究探讨了虚拟病人(VPs)设计中的游戏化,以加强瑞典军队医护人员在创伤护理方面的培训。战场上面临的院前创伤救护相关挑战需要量身定制的教育工具,以支持军事医护人员的教育和培训:本研究旨在探讨如何为瑞典军事医护人员设计具有游戏元素的虚拟视图,以支持军事创伤救护方面的学习。本研究旨在通过了解军事医护人员在与虚拟项目互动时的推理和感知,为设计具有游戏元素的虚拟项目提供见解和建议,以专门满足他们的需求:这项研究涉及 14 名参加战术战斗护理课程的瑞典国民警卫队-国家安全部队的军医。参与者与 3 个不同的虚拟病例进行了互动,这些虚拟病例是为模拟军事创伤场景而设计的。数据通过思考-朗读环节和半结构化访谈收集。数据分析采用了互动分析法,以 "无意识"、"问题识别"、"解释"、"替代策略或解决方案"(uPEA)框架和反思性主题分析法为基础,探索参与者的推理过程和感知,并确定可能的游戏元素,为 VP 设计提供参考:结果:将军事医务人员的推理映射到 uPEA 框架后发现,研究参与者在犯错并得到反馈后,以及在收到做出新决定的提示后,会变得更有创造力。主题分析揭示了 6 个主题:动机,"继续尝试";与虚拟人物互动的能动性;真实的战术体验;自信,"我知道我掌握的知识是有用的";社会对动机的影响;以及个性化学习。与会者认为,计分、徽章、虚拟物品、进度条、成绩表、内容解锁、提示、挑战、控制、强加选择、叙事、头像、感觉、随机性、难度适应、竞争、排行榜、社会压力、进步和翻新等游戏元素可以促进参与、激励和支持决策信心:VP 设计中的游戏化是军事医学培训的一种很有前途的方法,它为医护人员提供了一个在无风险环境中练习医疗和战术决策的平台。本研究获得的启示可能会鼓励在设计虚拟病例时加入游戏元素,以及可能的错误决策、其后果和相关反馈,从而支持军事医务人员的反思和决策。
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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
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