Nicolaidou Iolie, Antoniades Athos, Constantinou Riana, Marangos Charis, Kyriacou Efthyvoulos, Bamidis Panagiotis, Dafli Eleni, Pattichis Constantinos S
Department of Communication and Internet Studies, Cyprus University of Technology, Limassol, Cyprus.
J Med Internet Res. 2015 Jun 17;17(6):e150. doi: 10.2196/jmir.3667.
Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students' preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals.
The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: "What are professionals' perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?"
The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game.
Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users' perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them.
Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals' input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants' problem-solving skills in treating a patient's symptoms in an emergency situation.
在医学教育中,涉及虚拟患者的严肃游戏可以提供一个可控的环境,玩家能够以引人入胜的方式进行学习,同时避免与真实患者相关的风险。此外,严肃游戏符合医学生偏好的学习方式。虚拟应急远程医疗(VETM)游戏是一款基于模拟的游戏,它是与mEducator最佳实践网络合作开发的,以响应将严肃游戏整合到医学教育和培训中的呼声。VETM游戏利用心电图数据,通过远程医疗系统和虚拟患者,培训执业医生、护士或医学生在现实临床场景中解决问题。该研究回应了两个差距:急诊心脏病学领域游戏数量有限以及缺乏专业人员的评估。
本研究的目的是对VETM的一个涉及心血管并发症的场景进行基于定量的、有专业反馈的评估。该研究有以下研究问题:“专业人员对虚拟应急远程医疗游戏在培训参与急诊病例评估和管理的人员方面的潜力有何看法?”
对90名专门从事急诊病例评估和管理的专业救护人员进行了VETM游戏评估。在共同尝试一个VETM场景后,参与者分别完成了对游戏的评估(36个5点李克特量表问题),并提供了书面和口头评论。该工具评估了游戏的六个维度:(1)用户界面,(2)难度级别,(3)反馈,(4)教育价值,(5)用户参与度,以及(6)术语。该研究的数据来源包括90份问卷,其中有51名参与者的书面评论、对55名参与者的24次访谈,以及他们与游戏互动的379个日志文件。
总体而言,在评估的游戏所有维度中结果都是积极的,平均分在5分制中从3.2到3.99不等,其中用户参与度得分最高(平均分3.99,标准差0.87)。用户感知的难度级别得分最低(平均分3.20,标准差0.65),这一结果与日志文件分析一致,该分析显示成功率相当低(20.6%)。尽管专业人员看到了该工具对院前急救培训的教育价值和实用性(平均分3.83,标准差1.05),但他们指出了令人困惑的特征并提供了改进建议。
总体而言,基于专业反馈的游戏评估结果有力地表明了其作为急救培训教育工具的潜力。专业人员的意见将有助于改进游戏。进一步的研究旨在通过随机前测、后测对照组研究来验证VETM,以检验参与者在紧急情况下处理患者症状的问题解决技能方面可能的学习收获。