A virtual emergency telemedicine serious game in medical training: A quantitative, professional feedback-informed evaluation study

Autor: Nicolaidou, I., Antoniades, Athos, Constantinou, Renos, Marangos, C., Kyriacou, Efthyvoulos C., Bamidis, Panagiotis D., Dafli, E., Pattichis, Constantinos S.
Přispěvatelé: Pattichis, Constantinos S. [0000-0003-1271-8151], Kyriacou, Efthyvoulos C. [0000-0002-4589-519X]
Rok vydání: 2015
Předmět:
Male
Serious games
Ambulances
Emergency Nursing
feedback system
Terminology
video game
Learning styles
Electrocardiography
User-Computer Interface
Professional feedback-informed evaluation
problem solving
health personnel attitude
middle aged
Problem Solving
education
learning
lcsh:Public aspects of medicine
adult
Middle Aged
Telemedicine
female
cardiology
lcsh:R858-859.7
Emergency assessment and management
The Internet
Female
User interface
Psychology
Adult
Medical education
serious games
Attitude of Health Personnel
Best practice
electrocardiography
Cardiology
Health Informatics
computer interface
lcsh:Computer applications to medicine. Medical informatics
emergency nursing
Likert scale
Feedback
Emergency telemedicine
Nursing
male
Learning
Humans
ambulance
human
Research question
Original Paper
business.industry
lcsh:RA1-1270
professional feedback-informed evaluation
Virtual patients
emergency assessment and management
virtual patients
Video Games
emergency telemedicine
business
medical education
Zdroj: Journal of Medical Internet Research
J.Med.Internet Res.
Journal of Medical Internet Research, Vol 17, Iss 6, p e150 (2015)
Europe PubMed Central
Popis: Background: Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students’ preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. Objective: The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: “What are professionals’ perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?” Methods: The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Results: Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users’ perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them. Conclusions: Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals’ input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants’ problem-solving skills in treating a patient’s symptoms in an emergency situation. [J Med Internet Res 2015;17(6):e150]
Databáze: OpenAIRE