Gamifying hospital site tours for medical students

IF 5.2 1区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Medical Education Pub Date : 2025-03-05 DOI:10.1111/medu.15665
Harry Kingsley-Smith, Alice Ditchfield, Matthew Rollin
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Abstract

Commencing hospital-based placements can be stressful for medical students. Inductions aim to streamline their transition into this new learning environment. Gruppen and colleagues have conceptualised healthcare learning environments within two dimensions: the material and the psychosocial.1 Problems arise in each dimension. Materially, the physical spaces of hospitals can be difficult to navigate. Socially, large cohorts reduce the likelihood of students being familiar with their placement peers. Furthermore, psychologically, educators aim for students to progressively develop autonomy.

We gamified a 1-hour site tour to promote peer-to-peer collaboration and independent problem solving. The tour was for medical students undertaking their first-ever hospital placement, at St. Mary's Hospital, a large tertiary care hospital in Paddington, London, UK. Thirty-eight first-year students participated.

We divided students into their placement groups and tasked them with finding relevant hospital locations. Locations included a group's assigned ward, the emergency department, clinics and occupational health. We placed lettered signs outside these locations to create an anagram. We asked groups to take a photograph with each sign to verify visits, while avoiding photographing others, sensitive information or entering busy/critical areas. Given the local statues of Paddington Bear, we related the anagram solution to him. We awarded a prize to the first group to visit each location and solve the anagram.

We asked students to complete an anonymous post-tour Qualtrics™ questionnaire, featuring a 5-point pictorial scale reflecting their tour experience (from ‘very unhappy’ to ‘very happy’). The questionnaire also asked if they preferred the gamified tour to a staff-led tour and to explain their preference.

Our findings, from 24 participants (62%), show that students were generally happy with the gamified tour, with the median slider score being 4/5. Furthermore, students preferred the idea of the gamified self-led tour (n = 17). They broadly described the tour as fun (n = 9), engaging (n = 4) and a good ‘icebreaker’ for peers to become acquainted (n = 5).

Conversely, six students would have preferred a staff-led tour, finding it tiring (n = 2) and difficult to find areas (n = 4). One student felt the activity was ‘immature and inappropriate’ and another suggested not referencing Paddington Bear. We believe changing the anagram solution would address these comments.

Most notably, another student felt it was ‘disrespectful’ to be carrying out the activity in areas ‘where people are in obvious distress.’ Unfortunately, some signs had reportedly fallen down/disappeared from certain locations, which might have led students to enter areas looking for them. To our knowledge, no staff or patients complained about the tour. Interestingly, two students conjectured that other groups had removed these signs, perhaps showing an inappropriate engagement with the task. Hence, we suggest a heavy emphasis on staying outside of critical areas and the use of sturdier signage for such tours.

Overall, the gamified tour was engaging, positively received and successfully orientated students to the hospital. In a small way, it acted as a peer-to-peer icebreaker activity and encouraged collaborative problem solving when transitioning to a new learning environment.

None to declare.

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游戏化医学生的医院参观。
开始在医院实习对医学生来说压力很大。诱导的目的是简化他们过渡到这个新的学习环境。Gruppen及其同事从物质和心理两个维度概念化了医疗保健学习环境每个维度都会出现问题。从本质上讲,医院的物理空间很难导航。在社会上,大的群体减少了学生熟悉他们的安置同伴的可能性。此外,在心理上,教育者的目标是让学生逐步发展自主性。我们将一个1小时的现场参观游戏化,以促进点对点协作和独立解决问题。这次参观是为医科学生安排的第一次医院实习,在英国伦敦帕丁顿的一家大型三级保健医院圣玛丽医院。38名一年级学生参与了调查。我们把学生分成不同的安置小组,让他们找到相关的医院位置。地点包括一个小组的指定病房、急诊科、诊所和职业健康。我们在这些地点外放置了字母标志来创造一个字谜。我们要求团体与每个标志拍照以验证访问,同时避免拍摄他人,敏感信息或进入繁忙/关键区域。考虑到当地的帕丁顿熊雕像,我们将字谜解决方案与他联系起来。我们给第一组参观每个地点并解决字谜的人颁发了奖品。我们要求学生完成一份匿名的旅游后质量调查问卷,以5分的图像尺度反映他们的旅游体验(从“非常不开心”到“非常开心”)。问卷还询问他们是否更喜欢游戏化旅游而不是工作人员带领的旅游,并解释他们的偏好。我们从24名参与者(62%)中发现,学生们普遍对游戏化之旅感到满意,滑块得分中位数为4/5。此外,学生更喜欢游戏化自助游的想法(n = 17)。他们大致将这次旅行描述为有趣(n = 9)、吸引人(n = 4)和一个很好的“破冰”方式,让同龄人相互了解(n = 5)。相反,6名学生更喜欢由工作人员带领的参观,他们认为这很累(n = 2),而且很难找到区域(n = 4)。一名学生认为这个活动“不成熟、不合适”,另一名学生建议不要提到帕丁顿熊。我们相信改变字谜解决方案可以解决这些问题。最值得注意的是,另一名学生认为在“人们明显处于痛苦之中”的地方进行这项活动是“不尊重”的。“不幸的是,据报道,一些标志在某些地方掉了下来或消失了,这可能导致学生们进入这些地方寻找它们。”据我们所知,没有工作人员或病人抱怨这次旅行。有趣的是,两名学生推测,其他小组移除了这些标志,可能表明他们对任务的参与不适当。因此,我们建议高度重视远离关键区域,并使用更坚固的标牌。总的来说,游戏化之旅很吸引人,受到了积极的欢迎,并成功地将学生引入了医院。在某种程度上,它起到了点对点破冰活动的作用,并鼓励在过渡到新的学习环境时合作解决问题。不需要申报。
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来源期刊
Medical Education
Medical Education 医学-卫生保健
CiteScore
8.40
自引率
10.00%
发文量
279
审稿时长
4-8 weeks
期刊介绍: Medical Education seeks to be the pre-eminent journal in the field of education for health care professionals, and publishes material of the highest quality, reflecting world wide or provocative issues and perspectives. The journal welcomes high quality papers on all aspects of health professional education including; -undergraduate education -postgraduate training -continuing professional development -interprofessional education
期刊最新文献
When I say … space. Breaking the silence: Revealing drivers and barriers to medical students' speaking up in medical error. Endless justification: A scoping review of team-based learning research in medical education. An exercise for education of patient involvement in biomedical research. When I say autonomy.
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