Evans Kambria H, Daines William, Tsui Jamie, Strehlow Matthew, Maggio Paul, Shieh Lisa
Mrs. Evans is program officer of quality and organizational improvement, Department of Medicine, School of Medicine, Stanford University, Stanford, California. Dr. Daines is clinical assistant professor, Department of Medicine, School of Medicine, Stanford University, Stanford, California. Mr. Tsui is instructional technologist in online curriculum, Information Resources and Technology, School of Medicine, Stanford University, Stanford, California. Dr. Strehlow is clinical associate professor, Department of Surgery and Department of Emergency Medicine, School of Medicine, Stanford University, Stanford, California. Dr. Maggio is assistant professor, Department of Surgery, School of Medicine, Stanford University, Stanford, California. Dr. Shieh is clinical associate professor and medical director for quality, Department of Medicine, School of Medicine, Stanford University, Stanford, California.
Acad Med. 2015 Feb;90(2):180-4. doi: 10.1097/ACM.0000000000000611.
Annually affecting over 18 million people worldwide, sepsis is common, deadly, and costly. Despite significant effort by the Surviving Sepsis Campaign and other initiatives, sepsis remains underrecognized and undertreated.
Research indicates that educating providers may improve sepsis diagnosis and treatment; thus, the Stanford School of Medicine has developed a mobile-accessible, case-based, online game entitled Septris (http://med.stanford.edu/septris/). Septris, launched online worldwide in December 2011, takes an innovative approach to teaching early sepsis identification and evidence-based management. The free gaming platform leverages the massive expansion over the past decade of smartphones and the popularity of noneducational gaming.The authors sought to assess the game's dissemination and its impact on learners' sepsis-related knowledge, skills, and attitudes. In 2012, the authors trained Stanford pregraduate (clerkship) and postgraduate (resident) medical learners (n = 156) in sepsis diagnosis and evidence-based practices via 20 minutes of self-directed game play with Septris. The authors administered pre- and posttests.
By October 2014, Septris garnered over 61,000 visits worldwide. After playing Septris, both pre- and postgraduate groups improved their knowledge on written testing in recognizing and managing sepsis (P < .001). Retrospective self-reporting on their ability to identify and manage sepsis also improved (P < .001). Over 85% of learners reported that they would or would maybe recommend Septris.
Future evaluation of Septris should assess its effectiveness among different providers, resource settings, and cultures; generate information about how different learners make clinical decisions; and evaluate the correlation of game scores with sepsis knowledge.
脓毒症在全球每年影响超过1800万人,常见、致命且代价高昂。尽管拯救脓毒症运动和其他倡议付出了巨大努力,但脓毒症仍未得到充分认识和治疗。
研究表明,对医疗服务提供者进行教育可能会改善脓毒症的诊断和治疗;因此,斯坦福大学医学院开发了一款名为Septris(http://med.stanford.edu/septris/)的可通过移动设备访问的、基于病例的在线游戏。Septris于2011年12月在全球上线,采用创新方法教授早期脓毒症识别和循证管理。这个免费游戏平台利用了过去十年智能手机的大量普及以及非教育类游戏的流行。作者试图评估该游戏的传播情况及其对学习者脓毒症相关知识、技能和态度的影响。2012年,作者通过让斯坦福大学的本科(临床实习)和研究生(住院医师)医学学习者(n = 156)自主玩20分钟的Septris游戏,对他们进行脓毒症诊断和循证实践培训。作者进行了前后测试。
到2014年10月,Septris在全球获得了超过61000次访问。玩过Septris后,本科组和研究生组在脓毒症识别和管理的书面测试中的知识都有所提高(P <.001)。关于他们识别和管理脓毒症能力的回顾性自我报告也有所改善(P <.001)。超过85%的学习者表示他们会或可能会推荐Septris。
未来对Septris的评估应评估其在不同医疗服务提供者、资源环境和文化中的有效性;生成关于不同学习者如何做出临床决策的信息;并评估游戏分数与脓毒症知识的相关性。