背景:虚拟患者提供了一种模拟真实临床实践的安全方法。Twine是一种开源软件,可用于创建复杂的虚拟患者游戏,包括元素,如非线性的自由文本历史采取和时间相关的变化游戏的叙述。我们评估了将Twine虚拟患者游戏纳入Glassgow大学本科生的糖尿病急性护理在线学习包中的情况,苏格兰。
方法:使用Twine开发了三种游戏,Wacom曲折Pro,AutodeskSketchBook,Camtasia工作室,和模拟病人。在线材料包括三个VP游戏,八个微课,和一个最佳回答多项选择题测验。通过可接受性和可用性问卷在Kirkpatrick1级评估游戏。整个在线套餐在柯克帕特里克2级进行了评估,包括课程前和课程后的多项选择和信心问题,使用配对t检验进行统计分析。
结果:大约270名符合条件的学生中有122名提供了有关资源利用的信息,96%的学生使用至少一个在线资源。68%的返回调查的学生使用至少一个VP游戏。73名学生对他们玩过的VP游戏提供了反馈,在积极的可用性和可接受性陈述上,大多数中位数回答是“同意”。在线资源的平均多项选择得分从10分的4.37增加到10分的7.96(p<0.0001,95%CI2.99到4.20,n=52),平均总置信度得分从10分的4.86增加到10分的6.70(p<0.0001,95%CI1.37到2.30,n=48)。
结论:我们的VP游戏深受学生欢迎,并促进了在线材料的参与。在线材料包导致对糖尿病急性护理结果的信心和知识的统计学显着增加。现在已经创建了具有支持说明的蓝图,以促进使用Twine软件快速创建更多游戏。
BACKGROUND: Virtual patients provide a safe way to simulate authentic clinical practice.
Twine is an open-source software that can be used to create intricate virtual patient games, including elements like non-linear free text history taking and time-related changes to the game\'s narrative. We evaluated the incorporation of
Twine virtual patient games into a diabetes acute care online learning package for undergraduate medical students at the University of Glassgow, Scotland.
METHODS: Three games were developed using
Twine, Wacom Intuous Pro, Autodesk SketchBook, Camtasia Studio, and simulated patients. Online material included three VP games, eight microlectures, and a single best answer multiple choice question quiz. The games were evaluated at Kirkpatrick Level 1 with an acceptability and usability questionnaire. The entire online package was evaluated at Kirkpatrick Level 2 with pre- and post-course multiple choice and confidence questions, with statistical analysis performed using paired t-tests.
RESULTS: 122 of approximately 270 eligible students provided information on resource utilisation, with 96% of these students using at least one online resource. 68% of students who returned surveys used at least one VP game. 73 students provided feedback on the VP games they had played, with the majority of median responses being \"agree\" on positive usability and acceptability statements. The online resources were associated with a mean multiple choice score increase from 4.37 out of 10 to 7.96 out of 10 (p < 0.0001, 95% CI + 2.99 to + 4.20, n = 52) and a mean total confidence score increase from 4.86 out of 10 to 6.70 out of 10 (p < 0.0001, 95% CI + 1.37 to + 2.30, n = 48).
CONCLUSIONS: Our VP games were well-received by students and promoted engagement with online material. The package of online material led to statistically significant increases in confidence and knowledge in diabetes acute care outcomes. A blueprint with supporting instructions has now been created to facilitate rapid creation of further games using
Twine software.