关键词: game game elements gamification gaming medical education military medicine military training simulation systematic review trauma

来  源:   DOI:10.2196/45969   PDF(Pubmed)

Abstract:
BACKGROUND: Military trauma teams are commonly operating in civilian hospitals during peacetime; in a war situation they must adjust their practices to the austere conditions. Simulations can replicate austere conditions to allow training in a safe environment that tolerates errors. Gamification, understood as the use of game elements to motivate and engage learners in nongame contexts, is gaining interest in medical education and military training. Applying game elements in the design of military trauma management simulations has the potential to provide learners with active learning opportunities and prepare them for providing medical services under austere conditions. Although gamification is known for its engaging and motivational benefits, there are controversies about its pedagogical value. The controversies can be attributed to the fact that various gamification strategies may consist of a different combination of game elements, leading to different outcomes.
OBJECTIVE: This systematic review aims to understand how game elements are used in the design of simulations in military trauma management training and their reported outcomes.
METHODS: We have designed a search strategy for the purpose of the review. Two researchers will independently assess the identified studies based on the defined inclusion and exclusion criteria. The selection process will be represented using a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram. The search will be repeated and updated as necessary prior to publication of the review. Two reviewers will independently extract and manage the data for each of the articles using a structured data extraction form. Any disagreement that arises between reviewers will be resolved through discussion, and a third review author will be consulted when needed. We are going to conduct a thematic synthesis of the extracted game element descriptions. The results are going to be presented in a diagrammatic or tabular form, alongside a narrative summary. The quality of the studies will be assessed.
RESULTS: We implemented and tested the developed search strategy in May 2023. We retrieved 1168 study abstracts, which were reduced to 630 abstracts after deduplication. We have piloted the screening on 20% (126/630) of the identified abstracts in groups of 2 reviewers.
CONCLUSIONS: Although gamification has the potential to motivate learners in various ways, there is a lack of understanding about specific game elements and how they can inform instructional design in different contexts. Our findings will increase the understanding of how game elements are used in the design of simulations in military trauma management training and, thus, contribute to more effective development of future simulations.
UNASSIGNED: DERR1-10.2196/45969.
摘要:
背景:军事创伤小组通常在和平时期在民用医院工作;在战争情况下,他们必须根据严峻的条件调整自己的做法。模拟可以复制严格的条件,以允许在容忍错误的安全环境中进行训练。游戏化,理解为使用游戏元素来激励和吸引非游戏环境中的学习者,对医学教育和军事训练越来越感兴趣。在军事创伤管理模拟的设计中应用游戏元素有可能为学习者提供积极的学习机会,并为他们在严峻的条件下提供医疗服务做好准备。尽管游戏化以其引人入胜和激励优势而闻名,它的教学价值存在争议。争议可以归因于以下事实:各种游戏化策略可能由游戏元素的不同组合组成,导致不同的结果。
目的:本系统综述旨在了解如何在军事创伤管理训练的模拟设计中使用游戏元素及其报告的结果。
方法:我们为审查目的设计了搜索策略。两名研究人员将根据确定的纳入和排除标准独立评估确定的研究。选择过程将使用PRISMA(系统审查和荟萃分析的首选报告项目)流程图表示。在发表评论之前,将根据需要重复和更新搜索。两名审阅者将使用结构化数据提取表单独立提取和管理每篇文章的数据。审稿人之间出现的任何分歧将通过讨论解决,需要时将咨询第三位评论作者。我们将对提取的游戏元素描述进行主题合成。结果将以图表或表格形式呈现,除了叙述性总结。将评估研究的质量。
结果:我们于2023年5月实施并测试了已开发的搜索策略。我们检索了1168份研究摘要,在重复数据删除后,这些摘要减少到630个。我们已经在2名审稿人的小组中对20%(126/630)的已确定摘要进行了试点筛选。
结论:尽管游戏化有可能以各种方式激励学习者,缺乏对特定游戏元素的理解,以及它们如何在不同的环境中为教学设计提供信息。我们的发现将增加对如何在军事创伤管理训练中使用游戏元素进行模拟设计的理解,因此,有助于更有效地开发未来的模拟。
DERR1-10.2196/45969。
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