Akl E A, Sackett K, Pretorius R, Erdley S, Bhoopathi P S, Mustafa R, Schünemann H J
State University of New York at Buffalo, Department of Medicine, ECMC, CC-142, 462 Girder Street, Buffalo, New York 14215, USA.
Cochrane Database Syst Rev. 2008 Jan 23(1):CD006411. doi: 10.1002/14651858.CD006411.pub2.
The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes.
The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes.
We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review
We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules".
Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction.
The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02).
AUTHORS' CONCLUSIONS: The findings of this systematic review do not confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.
将游戏用作一种教育策略,有可能通过提高卫生专业人员的知识、技能和态度来改善其绩效(例如遵守护理标准)。
评估教育游戏对卫生专业人员的绩效、知识、技能、态度和满意度以及患者结局的影响。
我们采用了全面的检索策略,包括对以下数据库进行电子检索:DARE、EPOC注册库、CENTRAL、MEDLINE、EMBASE、CINAHL、AMED、ERIC以及《在线学位论文摘要》(检索日期:2007年1月)。我们还筛选了纳入研究和相关综述的参考文献列表,联系了相关论文和综述的作者,并在ISI科学网中搜索引用该综述中纳入研究的论文。
我们纳入了随机对照试验(RCT)、对照临床试验(CCT)、前后对照试验(CBA)和中断时间序列分析(ITS)。研究参与者为合格的卫生专业人员或正在接受研究生培训。干预措施是一款具有“根据规则进行的一种竞争性活动或运动形式”的教育游戏。
我们使用标准化数据表格提取了关于方法学质量、参与者、干预措施以及感兴趣结局的数据,这些结局包括患者结局、专业行为(护理过程结局)以及专业人员的知识、技能、态度和满意度。
检索策略共识别出1156条引文。在55条可能符合条件的引文中,我们纳入了1项RCT。方法学质量为中等。该游戏用作强化技术,基于电视游戏节目《家庭问答》,并聚焦于感染控制。该研究未评估任何患者或护理过程结局。随机分配到游戏组的人员在知识测试中的得分在统计学上显著更高(P = 0.02)。
本系统评价的结果既未证实也未反驳游戏作为卫生专业人员教学策略的效用。需要更多高质量研究来探索教育游戏对患者和绩效结局的影响。