Department of Surgery, Academic Medical Centre, Amsterdam, The Netherlands.
Br J Surg. 2012 Oct;99(10):1322-30. doi: 10.1002/bjs.8819.
The application of digital games for training medical professionals is on the rise. So-called 'serious' games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current serious games for training medical professionals and to evaluate the validity testing of such games.
PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria.
A total of 25 articles were identified, describing a total of 30 serious games. The games were divided into two categories: those developed for specific educational purposes (17) and commercial games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and serious games. Six serious games were identified that had a process of validation. Of these six, three games were developed for team training in critical care and triage, and three were commercially available games applied to train laparoscopic psychomotor skills. None of the serious games had completed a full validation process for the purpose of use.
Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula.
将数字游戏应用于培训医学专业人员的做法日渐增多。所谓的“严肃”游戏成为培训工具,为未来的外科手术培训提供了具有挑战性的模拟环境。严肃游戏的最终目标是减少医疗差错和后续的医疗成本。本研究旨在回顾目前用于培训医学专业人员的严肃游戏,并评估这些游戏的有效性测试。
使用预定义的纳入标准,检索了 PubMed、Embase、Cochrane 系统评价数据库、PsychInfo 和 CINAHL,检索时间截至 2012 年 4 月。主要终点是根据当前标准进行的验证。
共确定了 25 篇文章,共描述了 30 个严肃游戏。这些游戏分为两类:一类是为特定的教育目的开发的(17 个),另一类是商业游戏,也可用于开发与医务人员相关的技能(13 个)。由于研究设计和严肃游戏的异质性,未进行数据合并。确定了 6 个具有验证过程的严肃游戏。其中 3 个游戏是为危重病和分诊的团队培训开发的,3 个是可用于培训腹腔镜心理运动技能的商业游戏。没有一个严肃游戏完成了完整的验证过程,无法投入使用。
通过严肃游戏进行混合式和互动式学习,可以用于培训与外科领域相关的技术和非技术技能。为达到此目的而开发或使用的游戏需要在纳入外科教学课程之前进行验证。