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一款基于网络的关于谵妄的严肃游戏作为医学生的教育干预措施:随机对照试验。

A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial.

作者信息

Buijs-Spanjers Kiki R, Hegge Harianne Hm, Jansen Carolien J, Hoogendoorn Evert, de Rooij Sophia E

机构信息

Department of Geriatric Medicine, University Medical Center Groningen, University of Groningen, Groningen, Netherlands.

IJsfontein, Amsterdam, Netherlands.

出版信息

JMIR Serious Games. 2018 Oct 26;6(4):e17. doi: 10.2196/games.9886.

Abstract

BACKGROUND

Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed.

OBJECTIVE

In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention.

METHODS

We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen. The Game group of this study played Delirium Experience. The Control D group watched a video with explanations on delirium and a patient's experience of delirious episodes. The Control A group watched a video on healthy aging. To investigate students' skills, we used a video of a delirious patient for which students had to give care recommendations and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium.

RESULTS

In total, 156 students participated in this study (Game group, n=51; Control D group, n=51; Control A group, n=55). The Game group scored higher with a median (interquartile range) of 6 (4-8) for given recommendations and learning motivation and engagement compared with the Control D (1, 1-4) and A (0, 0-3) groups (P<.001). Furthermore, the Game group scored higher (7, 6-8) on self-reported knowledge compared with the Control A group (6, 5-6; P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude toward delirious patients (P=.55).

CONCLUSIONS

The serious game, Delirium Experience, is suitable as an educational intervention to teach delirium care to medical students and has added value in addition to a lecture.

摘要

背景

充分识别和管理谵妄对于降低谵妄的发生率和严重程度至关重要。为了提高对谵妄的识别和管理能力,需要对医务人员和学生进行培训。

目的

在本研究中,我们旨在深入了解严肃游戏《谵妄体验》是否适合作为一种教育干预手段。

方法

我们进行了一项三臂随机对照试验。我们招募了格罗宁根大学医学中心医学科学学士学位三年级的156名学生。本研究的游戏组玩《谵妄体验》。对照D组观看了一段关于谵妄及患者谵妄发作经历的解释视频。对照A组观看了一段关于健康老龄化的视频。为了调查学生的技能,我们使用了一段谵妄患者的视频,学生们必须针对该视频给出护理建议,并完成谵妄观察筛查量表和谵妄评定量表R - 98。此外,学生们还完成了谵妄态度量表、学习动机与参与问卷以及自我报告的谵妄知识。

结果

共有156名学生参与了本研究(游戏组,n = 51;对照D组,n = 51;对照A组,n = 55)。与对照D组(1,1 - 4)和对照A组(0,0 - 3)相比,游戏组在给出的建议以及学习动机与参与方面得分更高,中位数(四分位间距)为6(4 - 8)(P <.001)。此外,与对照A组(6,5 - 6)相比,游戏组在自我报告的知识方面得分更高(7,6 - 8)(P <.001)。我们未发现各组在谵妄筛查(P =.07)、评定(P =.45)技能或对谵妄患者的态度(P =.55)方面存在差异。

结论

严肃游戏《谵妄体验》适合作为向医学生传授谵妄护理的教育干预手段,并且除讲座之外具有附加价值。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/632d/6229519/f620b91f9839/games_v6i4e17_fig1.jpg

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