Game-based learning

基于游戏的学习
  • 文章类型: Journal Article
    背景:虽然基于游戏的学习已经证明了一些学习者的积极成果,其功效仍然可变。自适应支架可以通过优化认知负荷来改善训练期间的表现和自我调节。根据认知负荷理论,这项研究调查了基于交互跟踪数据的自适应支架是否会影响学习表现,自我调节,认知负荷,测试性能,参与医疗急救游戏。
    方法:来自三所荷兰大学的62名医学生玩了六个游戏场景。他们在随机的双盲匹配对轭控制设计中接受了自适应或非自适应支架。在游戏过程中,我们测量了学习表现(准确性,速度,系统性),自我调节(自我监测,寻求帮助),和认知负荷。以2周和6-12周的间隔在现场情景评估中评估测试性能。在完成所有游戏场景后测量参与度。
    结果:令人惊讶的是,结果揭示了使用适应性支架和非适应性支架的组之间没有明显的差异.这一发现归因于64.9%的场景中,非自适应脚手架和参与者的需求之间的意外对齐,导致巧合定制的脚手架。探索性分析表明,与非定制脚手架相比,量身定制的脚手架提高速度,自我调节减少,降低认知负荷。没有发现测试性能或参与度的差异。
    结论:我们的结果表明,自适应支架可以通过优化认知负荷来增强学习。这些发现强调了GBL环境中适应性脚手架的潜力,培养更有针对性和更有效的学习体验。为了有效地利用这种潜力,研究人员,教育工作者,建议开发人员从设计自适应GBL或基于计算机的仿真体验开始合作。这种协作方法有助于建立可靠的性能指标,并使设计适合,最好是实时的,脚手架干预。未来的研究应该证实自适应支架对自我调节和学习的影响,在研究设计中注意避免意外定制脚手架。
    背景:本研究在数据收集之前预先注册了开放科学中心。注册表可以在https://osf.io/7ztws/找到。
    BACKGROUND: While game-based learning has demonstrated positive outcomes for some learners, its efficacy remains variable. Adaptive scaffolding may improve performance and self-regulation during training by optimizing cognitive load. Informed by cognitive load theory, this study investigates whether adaptive scaffolding based on interaction trace data influences learning performance, self-regulation, cognitive load, test performance, and engagement in a medical emergency game.
    METHODS: Sixty-two medical students from three Dutch universities played six game scenarios. They received either adaptive or nonadaptive scaffolding in a randomized double-blinded matched pairs yoked control design. During gameplay, we measured learning performance (accuracy, speed, systematicity), self-regulation (self-monitoring, help-seeking), and cognitive load. Test performance was assessed in a live scenario assessment at 2- and 6-12-week intervals. Engagement was measured after completing all game scenarios.
    RESULTS: Surprisingly, the results unveiled no discernible differences between the groups experiencing adaptive and nonadaptive scaffolding. This finding is attributed to the unexpected alignment between the nonadaptive scaffolding and the needs of the participants in 64.9% of the scenarios, resulting in coincidentally tailored scaffolding. Exploratory analyses suggest that, compared to nontailored scaffolding, tailored scaffolding improved speed, reduced self-regulation, and lowered cognitive load. No differences in test performance or engagement were found.
    CONCLUSIONS: Our results suggest adaptive scaffolding may enhance learning by optimizing cognitive load. These findings underscore the potential of adaptive scaffolding within GBL environments, cultivating a more tailored and effective learning experience. To leverage this potential effectively, researchers, educators, and developers are recommended to collaborate from the outset of designing adaptive GBL or computer-based simulation experiences. This collaborative approach facilitates the establishment of reliable performance indicators and enables the design of suitable, preferably real-time, scaffolding interventions. Future research should confirm the effects of adaptive scaffolding on self-regulation and learning, taking care to avoid unintended tailored scaffolding in the research design.
    BACKGROUND: This study was preregistered with the Center for Open Science prior to data collection. The registry may be found at https://osf.io/7ztws/ .
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  • 文章类型: Case Reports
    问题的描述。游戏化在药学教育中被用作一种创新的学习策略,以使学习者参与教育内容。3月的疯狂药物治疗活动使用了支架术,一种以前在药学教育文献中没有描述过的游戏化,增加学生的参与度和对关键疾病状态的了解。创新。该活动是为在教学药学课程的最后一个学期中用于顶石课程而开发的。学生们创造了与药物相关的珍珠,这些珍珠被放在锦标赛风格的支架中。然后,学生完成括号以预测获胜的珍珠,并每两周投票一次以确定最具临床意义的珍珠。在活动前和活动后评估学生的知识以及活动后的感知评估。批判性分析。在52个学生参与者的回答中,大多数人同意或强烈同意该活动增加了对课程材料的理解并激发了对课程材料的兴趣,同时为课程添加有趣的元素。从预测试(57.7%±1.5%)到后测(63.1%±1.9%),学生回答正确的多项选择题的平均百分比有统计学上的显着增加(P=0.002)。与获得较少选票的珍珠相比,获得最多选票的珍珠不太可能与知识的增加有关。接下来的步骤。学生认为实施支架学活动很有趣,引人入胜,有利于理解课程材料。然而,知识的增长是有限的。这表明了以提供教育价值的方式构建游戏化的重要性,并强调了修改活动以促进学生学习的必要性。
    Description of the Problem. Gamification is used in pharmacy education as an innovative learning strategy to engage learners with educational content. The March Medication Madness activity used bracketology, a type of gamification not previously described in pharmacy education literature, to increase student engagement and knowledge of key disease states. The Innovation. The activity was developed for use in a capstone course during the final semester of the didactic pharmacy curriculum. Students created medication-related pearls that were placed in a tournament-style bracket. Students then completed brackets to predict the winning pearls and voted biweekly to determine the most clinically significant pearl. Student knowledge was assessed pre- and post-activity along with a post-activity perception assessment. Critical Analysis. Of the 52 student participant responses, most agreed or strongly agreed that the activity increased understanding and stimulated interest in course material, while adding a fun element to the course. There was a statistically significant increase (P = .002) in the average percentage of multiple-choice questions students answered correctly from the pre-test (57.7% ± 1.5%) to the posttest (63.1% ± 1.9%). Pearls that received the most votes were no more likely to be associated with an increase in knowledge than pearls receiving fewer votes. Next Steps. Implementation of a bracketology activity was perceived by students as fun, engaging, and beneficial in understanding course material. However, increase in knowledge was limited. This shows the importance of structuring gamification in a way that provides educational value and underscores the need to modify the activity to promote student learning.
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  • 文章类型: Journal Article
    背景:医疗保健环境的日益复杂性和多学科团队合作的必要性凸显了跨专业教育(IPE)的重要性。IPE旨在通过各种医疗保健专业人员的协作教育来提高患者护理质量,比如医生,护士,和药剂师。本研究旨在分析基于游戏的IPE活动如何影响学生的感知和反思性思维。它还旨在确定这种教育方法引起的观念和有效性的变化。
    方法:该研究基于在A大学进行的基于游戏的IPE计划,让医学和护理学生参与结构化学习和团队活动。数据是使用学生参加IPE活动后撰写的论文收集的。通过提取关键术语进行文本网络分析,进行中心性分析,和可视化主题建模,以识别学生的感知和反思思维的变化。
    结果:关键字,例如“患者,\"\"思想,\"\"组,\"\"医生,\"\"护士,"和"沟通"在网络中发挥了至关重要的作用,这表明学生优先考虑在教育环境中提高他们的沟通和解决问题的能力。主题建模结果确定了三个主要主题,每个人都展示了基于游戏的协作活动的积极影响,跨专业观点,和学生的跨学科教育经验。主题3(跨学科教育经验)是连接主题1(基于游戏的协作活动经验)和主题2(跨专业观点)的重要媒介。
    结论:这项研究表明,基于游戏的IPE活动是提高学生团队建设技能的有效教育方法,特别是沟通和跨专业的观点。基于这些发现,未来的IPE计划应该专注于创建协作学习环境,加强沟通技巧,促进跨学科教育。这些发现为教育设计师和医学教育工作者提供了重要的见解,以提高IPE计划的有效性。未来的研究应该评估基于游戏的IPE对临床实践的长期影响,患者结果,和参与者的专业发展。
    BACKGROUND: The increasing complexity of the healthcare environment and the necessity of multidisciplinary teamwork have highlighted the importance of interprofessional education (IPE). IPE aims to enhance the quality of patient care through collaborative education involving various healthcare professionals, such as doctors, nurses, and pharmacists. This study sought to analyze how game-based IPE activities influence students\' perceptions and reflective thinking. It also aimed to identify the shifts in perception and effectiveness caused by this educational approach.
    METHODS: The study is based on a game-based IPE program conducted at University A, involving medical and nursing students in structured learning and team-based activities. Data were collected using essays written by the students after they had participated in IPE activities. Text network analysis was conducted by extracting key terms, performing centrality analysis, and visualizing topic modeling to identify changes in students\' perceptions and reflective thinking.
    RESULTS: Keywords such as \"patient,\" \"thought,\" \"group,\" \"doctor,\" \"nurse,\" and \"communication\" played a crucial role in the network, indicating that students prioritized enhancing their communication and problem-solving skills within the educational environment. The topic modeling results identified three main topics, each demonstrating the positive influence of game-based collaborative activities, interprofessional perspectives, and interdisciplinary educational experiences on students. Topic 3 (interdisciplinary educational experience) acted as a significant mediator connecting Topic 1 (game-based collaborative activity experience) and Topic 2 (interprofessional perspectives).
    CONCLUSIONS: This study demonstrates that game-based IPE activities are an effective educational approach for enhancing students\' team building skills, particularly communication and interprofessional perspectives. Based on these findings, future IPE programs should focus on creating collaborative learning environments, strengthening communication skills, and promoting interdisciplinary education. The findings provide essential insights for educational designers and medical educators to enhance the effectiveness of IPE programs. Future research should assess the long-term impacts of game-based IPE on clinical practice, patient outcomes, and participants\' professional development.
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  • 文章类型: Journal Article
    背景:该研究探讨了通过Kaizen进行持续改进在解剖学教育不断发展的景观中的意义。在这项研究中,我们的目标是双重的:1)评估将游戏纳入第一年医学课程以加强解剖学知识的有效性,和2)探索基于游戏的会议是否在解剖学学习中引起学生的反应得到改善。
    方法:全印度医学科学研究所(AIIMS)共有100名一年级医学学士和外科学士(MBBS)学生,Bibinagar,海得拉巴,Telangana,印度,暴露于基于游戏的学习,涉及六轮:首字母缩略词助记符(Reolent),拼图游戏解决(Dumbfound),填补空白的概念图(博客),连接图像(亲属关系),案例场景创建(Penman),和快速射击回合(响尾蛇)。
    结果:在干预结束时,采用基于5分Likert量表的预先验证问卷,对所有参与者进行测试并获得反馈.问卷答复进行了描述性分析,并进行了可靠性分析(Cronbach'sα)来评估项目的内部一致性。配对t检验表明,在之前(平均值(M)=17.2,标准偏差(SD)=9.1)和之后(M=25.9,SD=8)之间存在显着较大差异,t(99)=18.4,p<.001,这表明基于游戏的学习方法比传统学习方法的学生表现要好得多。
    结论:将基于游戏的教育与Kaizen原则结合在解剖学教育中,不仅为学生的学术追求做好了准备,而且使他们能够自信和熟练地驾驭不断变化的医疗保健环境的复杂性。
    BACKGROUND: The study explores the significance of continuous improvement through Kaizen in the evolving landscape of anatomy education. In this study, our objectives were twofold: 1) to assess the effectiveness of incorporating games in the first-year medical curriculum for reinforcing anatomy knowledge, and 2) to explore whether game-based sessions elicit improved student responses in the learning of anatomy.
    METHODS: A total of 100 first-year Bachelor of Medicine and Bachelor of Surgery (MBBS) students at All India Institute of Medical Sciences (AIIMS), Bibinagar, Hyderabad, Telangana, India, were exposed to game-based learning which involved six rounds: acronym mnemonics (Redolent), jigsaw puzzle solving (Dumbfound), Filling gaps in concept maps (Blogging), Connecting images (Kinship), case scenario creation (Penman), and rapid-fire round (Rattling).
    RESULTS: At the end of the intervention, a test was taken and feedback was obtained from all the participants using a prevalidated questionnaire prepared based on a 5-point Likert scale. Questionnaire responses were subjected to descriptive analysis, and reliability analysis (Cronbach\'s α) was performed to evaluate the internal consistencies of items. A paired t-test indicated that there was a significantly large difference between before (mean (M) = 17.2, standard deviation (SD) = 9.1) and after (M = 25.9, SD = 8), t(99) = 18.4, p < .001, signifying that the performance of the students was far better with game-based learning approaches than conventional learning.
    CONCLUSIONS: Combining game-based education with Kaizen principles in anatomy education not only prepares students for success in their academic pursuits but also empowers them to navigate the complexities of the ever-evolving healthcare landscape with confidence and proficiency.
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  • 文章类型: English Abstract
    The effectiveness of game-based learning strategies lies in the ability of these strategies to engage learners and enhance their motivation to learn. This is particularly important for today\'s younger generations, which are known to respond better to visual rather than textual information. Gamified education provides stimulating, realistic, and enjoyable learning experiences, helping students understand complex nursing knowledge and skills. The diversity of game-based learning tools, including based board games, escape room games, digital games, simulation games, mobile serious games, and virtual reality games, not only enhances students\' learning effectiveness and skills but also improves their problem-solving abilities, communication skills, and ability to cope with various challenges in clinical care. In general, game-based learning is a strategy with great potential and importance. This strategy not only has profound implications for modern nursing education and clinical practice but also, through its promotion of innovative thinking and diversified applications, can effectively promote the learning motivation of nursing professionals, improve teaching effectiveness, and enhance professional abilities and self-directed learning capabilities. In an era in which medical knowledge is constantly evolving, game-based learning should be promoted and utilized to cultivate nursing professionals\' capabilities effectively.
    BACKGROUND: 悅趣化教學之多元化發展與臨床運用.
    悅趣化學習是一個具有潛力和重要性的教學策略,對於現代護理教育和臨床實務具有深遠的影響,透過悅趣化教學的創新思維和多元化應用,可以促進學生的學習動機,提高教學效果,並有效培養護理人員的專業能力和自主學習能力。悅趣化學習策略的有效性在於其能夠吸引學習者並提升其學習動機,這對於現今偏好視覺性資訊的年輕世代尤其重要,悅趣化教學通過提供刺激性、真實性和樂趣性的學習體驗,有助於護理人員理解複雜的護理知識與技能。悅趣化教學具有多樣性,包括桌上型遊戲、密室逃脫遊戲、數位互動教學工具、模擬遊戲、行動嚴肅遊戲和虛擬實境遊戲等,這些工具不僅可以增強學生的學習成效和技能,還能夠提升其問題解決能力、溝通技巧,並幫助他們應對臨床照護中的各種挑戰。.
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  • 文章类型: English Abstract
    With the recent rapid changes in the medical environment and technology, traditional teaching methods are no longer sufficient to meet current professional needs. There is an increasing demand for emerging technologies in higher education, necessitating more interactive and personalized educational approaches. Hence, educators are exploring innovative teaching interventions, including digital simulations and gamified learning, to enhance motivation and engagement in learning. In this article, the concept and core elements of gamified learning are introduced and related methods applicable to nursing education such as digital simulations, virtual reality, tabletop games, and escape rooms are described. In addition, gamification teaching techniques that enhance student learning motivation as well as improve learning outcomes in theory and practice are discussed. Gamified learning enables nursing students to practice in rich and diverse interactive simulated environments. Using appropriate teaching strategies, the gamified approach to learning can strengthen critical thinking, problem-solving abilities, and communication confidence in students. Designing game mechanisms and methods that align with educational objectives and mastering the key principles of gamified teaching is an effective approach to diversifying and enhancing the effectiveness of learning activities in the classroom.
    BACKGROUND: 遊戲化教學運用在護理教育.
    隨著醫療環境與技術的迅速變遷,傳統教學模式已不足以滿足當前的專業需求,高等教育中對新興技術的需求日益增加,迫切需要更互動性和個性化的教育模式。是以教學上探索著包括數位模擬和遊戲化學習在內的創新教學介入方法,以提升學習動機和參與度。本文介紹遊戲化學習的概念和核心元素,列舉運用於護理教學包括數位模擬、虛擬實境、桌上遊戲以及密室逃脫等方式,以及遊戲化教學技巧,這些策略不僅增強學生的學習動機,也提升了理論與實務技能的學習效果。遊戲化學習使護理學生能在豐富且多元互動的模擬環境中練習,搭配合宜教學的策略安排,能夠強化學生的批判性思考、問題解決能力和溝通的信心。設計能符合教學目標的遊戲機制與方法,掌握遊戲化教學的關鍵原則,讓教室裡的學習活動多樣貌與具效益。.
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  • 文章类型: Journal Article
    这项研究的目的是研究英语作为外语特殊教育教师(EFLSE)关于基于游戏的学习方法解决ADHD患者行为障碍的观点。
    该研究涉及EFLSE教师的样本(n=131),他们填写了一份问卷,以确定可行程度。可接受,他们发现基于游戏的学习很有帮助。
    研究表明,EFLSE教师认为基于游戏的学习是吸引多动症学生并在基于游戏的学习活动中帮助保持注意力的一种可行且可接受的方法。然而,实施和个性化方法被认为是挑战。此外,EFLSE老师强调了基于游戏的学习的好处,包括改进问题解决,评估方法,合作,和学术技能的获得。
    这项研究为教育工作者提供了见解,政策制定者,和研究人员可以支持基于证据的干预措施的发展,为多动症学生提供基于游戏的学习。
    UNASSIGNED: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients.
    UNASSIGNED: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how feasible, acceptable, and helpful they found game-based learning.
    UNASSIGNED: The study revealed that EFLSE teachers perceive game-based learning to be a feasible and acceptable method for engaging ADHD students and helping to maintain their attention during game-based learning activities. Nevertheless, implementation and individualized approaches are cited as challenges. Additionally, EFLSE teachers emphasized the benefits of game-based learning, including improved problem-solving, assessment methods, collaboration, and the acquisition of academic skills.
    UNASSIGNED: The study contributes insights for educators, policymakers, and researchers that can support the development of evidence-based interventions offering game-based learning for students with ADHD.
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  • 文章类型: Journal Article
    基于游戏的学习(GBL)是一种创新的教学方法,利用数字应用程序来增强健康科学高等教育。因此,分析教师和学生对GBL的看法可以帮助教育管理者,教育工作者,研究人员根据学生的需求定制GBL。
    本研究旨在探索教师(教师)和学生对健康科学高等教育中GBL的看法。进一步确定影响GBL使用的障碍以及从他们的角度对其使用的建议。
    在沙特大学进行了描述性定性方法。总共完成了42次半结构化访谈,对22名教职员工和20名学生进行了目的性抽样,直到数据饱和。使用主题内容分析方法对数据进行了分析。
    教师和学生反映了他们使用GBL的个人经历,数据显示了内容分析中出现的七个主题和30个类别:常见的数字应用程序,目的和用途,GBL的效果或益处,GBL的个人经验,影响数字游戏使用的挑战和障碍,并为教育工作者提供使用GBL应用程序的建议。
    学生和教师的经验表明,GBL可以增强课堂学习,并补充健康科学高等教育中的传统教学方法。GBL的安全,身临其境的环境让学生练习许多通用技能,提高兴趣,动机,和同伴介导的学习。教师和学生分享了他们的GBL经验,责任,和热情。健康科学高等教育机构应考虑如何增加向希望在课堂上建立和使用GBL方法的教育工作者提供资源和培训的灵活性。
    UNASSIGNED: Game-Based Learning (GBL) is an innovative pedagogical approach that utilizes digital applications to enhance health sciences higher education. Therefore, analyzing faculty and students\' perspectives on GBL can help educational administrators, educators, and researchers tailor GBL to students\' needs.
    UNASSIGNED: This study aimed to explore faculty (teachers) and students\' perspectives towards GBL in health sciences higher education. Further to identify barriers affecting the use of GBL as well as recommendations for its use from their perspectives.
    UNASSIGNED: A descriptive-qualitative approach was conducted at a Saudi university. A total of 42 semi-structured interviews were completed with a purposive sampling of 22 faculty members and 20 students until data saturation. The data were analyzed using a thematic content analysis approach.
    UNASSIGNED: Faculty members and students reflected on their personal experiences using GBL, and the data presented seven themes and 30 categories emerged from the content analysis: common digital apps, purpose and uses, effect or benefits of GBL, personal experience with GBL, challenges and barriers affecting the use of digital games, and recommendations for educators on using GBL apps.
    UNASSIGNED: The experiences of both students and faculty demonstrated that GBL can enhance classroom learning and complement traditional teaching approaches in health sciences higher education. GBL\'s safe, immersive environment lets students practice many generic skills, boosting interest, motivation, and peer-mediated learning. Faculty and students shared their GBL experiences, responsibilities, and enthusiasm. Health sciences higher education institutions should consider ways to increase flexibility in providing resources and training to educators who want to build and use the GBL approach in their classroom.
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  • 文章类型: Journal Article
    研究课程对职业治疗学生来说可能是具有挑战性的,从而有可能影响他们对学习的投入。学生参与框架用于设计和实施一项名为“研究人员剧院”的创新任务,该任务由38名第一学期职业治疗学生组成。每节课开始时,一小群学生领导了一个创造性的活动,回顾前一周的主题。学生反馈调查结果和教师的观察表明,这一框架有助于学生的情感,行为,和认知参与。研究结果还强调了以学生为主导的潜在价值,基于游戏的学习,用于强化课程内容。
    Research coursework can be challenging for occupational therapy students, thus potentially compromising their engagement in learning. A student engagement framework was used to design and implement an innovative assignment called Researchers\' Theater with a cohort of 38 first-semester occupational therapy students. At the beginning of each class, a small group of students led a creative activity to review topics from the preceding week. Student feedback survey results and instructors\' observations suggest this framework contributed to students\' affective, behavioral, and cognitive engagement. Findings also highlight the potential value of student-led, game-based learning for reinforcing course content.
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  • 文章类型: Journal Article
    高风险但临床上不常见的程序是具有挑战性的教学。逃生室可以通过基于游戏的学习提供创新的解决方案。关于如何设计专注于物理难题的逃生室的指导有限。我们设计并实施了一个以程序为中心的逃生室,以向麻醉住院医师教授高风险的程序。
    我们通过改良的Delphi技术选择了与麻醉住院医师相关的5种程序技能:光纤插管,快速注入器设置,骨内线放置,柔性支气管镜检查,和声门上气道交换。我们设计了相关的技能站,并使用一系列精心制作的谜题将它们依次链接起来,锁,钥匙,和代码。拼图设备的总成本为169.53美元。经过试点测试,我们从2022年7月到11月实施了逃生室。我们使用单组前测-后测研究设计对居民进行评估。
    55名(78%)合格的麻醉科居民中有43名参加了逃生室。31名居民完成了调查。居民自我效能感在5个程序中的每一个程序中都有显著提高。27位(96%)居民中有26位更喜欢逃生室,而不是典型的程序技能研讨会。
    这项试点研究证明了以程序为中心的逃生室用于教授高风险技术技能的可行性。我们在以程序为中心的逃生室设计中确定了3个教训:故意设置参与者上限,优化资源使用,并最大限度地再现性。参加一次逃生室会议可显着提高居民的自我效能感。居民强烈喜欢逃生室格式,而不是传统的程序技能研讨会。
    UNASSIGNED: High-stakes yet clinically infrequent procedures are challenging to teach. Escape rooms may offer an innovative solution through game-based learning. There is limited guidance on how to design an escape room focused on physical puzzles. We designed and implemented a procedure-focused escape room to teach high-stakes procedures to anesthesiology residents.
    UNASSIGNED: We selected 5 procedural skills relevant to anesthesiology residents through a modified Delphi technique: fiberoptic intubation, rapid infuser setup, intraosseous line placement, flexible bronchoscopy, and supraglottic airway exchange. We designed associated skills stations and linked them in sequence using an elaborate series of puzzles, locks, keys, and codes. The total cost of puzzle equipment was $169.53. After pilot testing, we implemented the escape room from July to November 2022. We assessed residents using a single group pretest-posttest study design.
    UNASSIGNED: Forty-three of 55 (78%) eligible anesthesiology residents participated in the escape room. Thirty-one residents completed the surveys. Resident self-efficacy significantly improved for each of the 5 procedures. Twenty-six of 27 (96%) residents preferred the escape room over a typical procedural skills workshop.
    UNASSIGNED: This pilot study demonstrated the feasibility of a procedure-focused escape room for teaching high-stakes technical skills. We identified 3 lessons in procedure-focused escape room design: set participant caps intentionally, optimize resource usage, and maximize reproducibility. Participating in a single escape room session significantly increased resident self-efficacy. Residents strongly preferred the escape room format over a traditional procedural skills workshop.
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