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重大事件分诊培训中的严肃游戏技术:一项实用对照试验。

Serious gaming technology in major incident triage training: a pragmatic controlled trial.

机构信息

Electronic, Electrical & Computer Engineering, The University of Birmingham, Birmingham, UK.

出版信息

Resuscitation. 2010 Sep;81(9):1175-9. doi: 10.1016/j.resuscitation.2010.03.042.

DOI:10.1016/j.resuscitation.2010.03.042
PMID:20732609
Abstract

OBJECTIVE

By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods.

DESIGN

Pragmatic controlled trial.

METHOD

During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire.

RESULTS

Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155).

CONCLUSION

Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods.

摘要

目的

利用视频游戏技术,严肃游戏努力提供负担得起、可及和可用的交互式虚拟世界,支持培训、教育、营销和设计等应用。本研究旨在通过将其与传统培训方法进行比较,评估这种严肃游戏在重大事件分诊教学中的有效性。

设计

实用对照试验。

方法

在重大事件医疗管理和支持课程中,91 名学习者被随机分配到两个培训组之一:44 名参与者使用卡片分类练习练习分诊筛选协议,而其余 47 名参与者使用严肃游戏。在培训课程结束后,每个参与者都要进行评估练习,要求他们在模拟现场练习中对 8 名伤员进行分诊。通过标签准确率(将正确的分诊标签分配给伤员)、步骤准确率(遵循正确的程序)和对所有伤员进行分诊所需的时间来评估表现。此外,还使用问卷测量了卡片分类练习和视频游戏的可用性。

结果

接受严肃游戏培训的参与者的标签准确率明显高于接受卡片分类练习的参与者[Chi2=13.126,p=0.02]。严肃游戏组的步骤准确率也较高,但仅适用于在对所有 8 名伤员进行分诊时遵循正确程序的参与者[Chi2=5.45,p=0.0196]。对所有伤员进行分诊所需的时间没有显著差异(卡片分类=435+/-74 s 与视频游戏=456+/-62 s,p=0.155)。

结论

与传统教育方法相比,严肃游戏技术具有提高学习和改善后续表现的潜力。

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