A Whodunit Gamified Flipped Classroom For High Yield Bite Injuries And Envenomation.

Journal of education & teaching in emergency medicine Pub Date : 2024-10-31 eCollection Date: 2024-10-01 DOI:10.21980/J88S81
Mary G McGoldrick, Laryssa Patti, Meigra Chin, Tiffany Murano
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Abstract

Audience: Clerkship-level medical students, sub-interns, junior and senior residents, attending physicians.

Introduction: Bite injuries and envenomation are core content found in the model of the clinical practice of emergency medicine.1 However, depending on the geographic location of training or clinical practice, physicians may or may not be exposed to these pathologies. For example, a qualitative analysis conducted in 2022 discovered a significant range in emergency medicine (EM) physician perception of snake antivenom use and level of comfort, noting that experiences with its use ranged from hundreds of cases treated to purely didactic understanding.2 Such discrepancies necessitate supplemental education and activities to bridge the knowledge gap. Ideally, these activities would utilize tenets of experiential learning to allow learner processing comparable to that of clinical experience.3 Flipped classroom and audience participation promote engagement and active learning when compared to the passive learning of lectures.4 In that vein, there is a growing body of gamified resources in medical education which utilize pattern recognition and problem solving skills that can be analogous to clinical practice.5,6.

Educational objectives: By the end of this activity, learners will be able to: 1) identify and name species responsible for bite/sting/envenomation injuries, 2) recognize associated signs, symptoms, physical exam findings and complications associated with bites/stings/envenomations by certain species, 3) discuss management such as antibiotics, antivenom, and supportive care.

Educational methods: We designed a small group activity asking residents to identify, research, and present the "culprits" implicated in environmental exposures to animals and insects, and match them to corresponding clinical scenarios.

Research methods: Participants anonymously answered electronic multiple-choice quizzes before and after completing the activity to gauge its effectiveness in conveying the material. They also completed an additional anonymous, electronic survey regarding their attitudes towards this activity and the possibility of other gamified didactics within the curriculum.

Results: Each resident class showed an upward trend in their average multiple-choice score, the greatest of which was seen in the post-graduate year (PGY) 1 class. The residency demonstrated a statistically significant improvement in their ability to answer multiple choice questions (MCQs), with an average pre-activity score of 67.14%, and post-activity score of 87.14%. Participants showed determination and enthusiasm to engage with the material when presented in a gamified format, and 100% of post-activity survey respondents wanted to participate in further gamified activities.

Discussion: Gamified small group activities are a fun and effective method of supplementing residency and medical student education for both common and esoteric clinical presentations that they may not encounter in the clinical environment.

Topics: Toxicology, bite injury, envenomation, gamification.

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针对高产咬伤和熏蒸的 "侦探游戏化翻转课堂"。
受众:介绍:咬伤和毒液中毒是急诊医学临床实践模式中的核心内容:被咬伤和中毒是急诊医学临床实践模式中的核心内容。1 然而,根据培训或临床实践的地理位置不同,医生可能会也可能不会接触到这些病症。例如,2022 年进行的一项定性分析发现,急诊医学(EM)医师对蛇类抗蛇毒血清使用的认知和舒适程度存在很大差异,并指出使用蛇类抗蛇毒血清的经验从数百例治疗到纯粹的说教式理解不等2。理想情况下,这些活动将利用体验式学习的原则,使学习者能够处理与临床经验相当的问题。3 与被动学习的讲座相比,翻转课堂和观众参与能促进参与和主动学习。4 在这方面,医学教育中的游戏化资源越来越多,这些资源利用模式识别和解决问题的技能,可与临床实践类比:教育目标:本活动结束时,学习者将能够1) 识别并说出造成咬伤/蛰伤/毒液中毒伤害的物种;2) 识别与某些物种咬伤/蛰伤/毒液中毒相关的体征、症状、体格检查结果和并发症;3) 讨论处理方法,如抗生素、抗蛇毒血清和支持性护理:我们设计了一个小组活动,要求住院医师识别、研究和介绍与动物和昆虫环境暴露有关的 "罪魁祸首",并将它们与相应的临床情景相匹配:研究方法:参加者在完成活动前后匿名回答了电子选择题测验,以衡量活动在传达材料方面的效果。他们还另外完成了一项匿名电子调查,内容涉及他们对这项活动的态度以及在课程中采用其他游戏化教学方法的可能性:结果:每个住院医师班级的多选题平均得分都呈上升趋势,其中研究生 1 年级的得分最高。住院医师回答选择题(MCQ)的能力有了显著提高,活动前平均得分 67.14%,活动后平均得分 87.14%。以游戏化的形式呈现材料时,参与者表现出了参与的决心和热情,在活动后的调查中,100% 的受访者都希望参加更多的游戏化活动:讨论:游戏化的小组活动是一种有趣而有效的方法,可以补充住院医师和医学生在临床环境中可能不会遇到的常见和深奥的临床表现:毒理学、咬伤、中毒、游戏化。
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A Case of Painful Visual Loss - Managing Orbital Compartment Syndrome in the Emergency Department. A Case Report on Dermatomyositis in a Female Patient with Facial Rash and Swelling. A Simulation and Small-Group Pediatric Emergency Medicine Course for Generalist Healthcare Providers: Gastrointestinal and Nutrition Emergencies. A Whodunit Gamified Flipped Classroom For High Yield Bite Injuries And Envenomation. Actively Teaching Active Teaching Techniques.
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