Jaunay Louis-Baptiste, Zerr Philippe, Peguin Lino, Renouard Léandre, Ivanoff Anne-Sophie, Picard Hervé, Griffith James, Chassany Olivier, Duracinsky Martin
Département de Médecine Générale, Sorbonne Paris Cité, Université Paris-Descartes, Paris, France.
Département de Médecine Générale, Sorbonne Paris Cité, Université Paris-Diderot, Paris, France.
J Med Internet Res. 2019 Nov 20;21(11):e12669. doi: 10.2196/12669.
Continuing medical education is important but time-consuming for general practitioners (GPs). Current learning approaches are limited and lack the ability to engage some practitioners. Serious games are new learning approaches that use video games as engaging teaching material. They have significant advantages in terms of efficiency and dissemination.
The aim of this study was to create a serious game and to evaluate it in terms of effectiveness and satisfaction, comparing it with a traditional method of continuing education-article reading.
We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent evidence-based medicine journals (reviews from Prescrire and Minerva). We created 51 clinical cases. We then conducted a double-blinded randomized trial comparing the learning provided by a week of access to the game versus source articles. Participants were GPs involved as resident supervisors in 14 French university departments of family practice, recruited by email. Primary outcomes were (1) mean final knowledge score completed 3 to 5 weeks after the end of the intervention and (2) mean difference between knowledge pretest (before intervention) and posttest (3 to 5 weeks after intervention) scores, both scaled on 10 points. Secondary outcomes were transfer of knowledge learned to practice, satisfaction, and time spent playing.
A total of 269 GPs agreed to participate in the study. Characteristics of participants were similar between learning groups. There was no difference between groups on the mean score of the final knowledge test, with scores of 4.9 (95% CI 4.6-5.2) in the Hygie group and 4.6 (95% CI 4.2-4.9) in the reading group (P=.21). There was a mean difference score between knowledge pre- and posttests, with significantly superior performance for Hygie (mean gain of 1.6 in the Hygie group and 0.9 in the reading group; P=.02), demonstrating a more efficient and persistent learning with Hygie. The rate of participants that reported to have used the knowledge they learned through the teaching material was significantly superior in the Hygie group: 77% (47/61) in the Hygie group and 53% (25/47) in the reading group; odds ratio 2.9, 95% CI 1.2-7.4. Moreover, 87% of the opinions were favorable, indicating that Hygie is of interest for updating medical knowledge. Qualitative data showed that learners enjoyed Hygie especially for its playful, interactive, and stimulating aspects.
We conclude that Hygie can diversify the offering for continuing education for GPs in an effective, pleasant, and evidence-based way.
ClinicalTrials.gov NCT03486275; https://clinicaltrials.gov/ct2/show/NCT03486275.
继续医学教育对全科医生(GP)而言很重要,但耗时较长。当前的学习方法有限,且无法吸引部分从业者。严肃游戏是一种新的学习方法,它将电子游戏用作引人入胜的教学材料。它们在效率和传播方面具有显著优势。
本研究旨在创建一款严肃游戏,并在有效性和满意度方面对其进行评估,同时将其与传统的继续医学教育方式——文章阅读进行比较。
我们使用来自独立循证医学期刊(《Prescrire》和《Minerva》的综述)的9篇文章,制作了一款名为Hygie的原型视频游戏,内容涉及全科医疗中最常见的5种就诊原因。我们创建了51个临床病例。然后,我们进行了一项双盲随机试验,比较了一周游戏学习与阅读源文章所提供的学习效果。参与者是通过电子邮件招募的,来自14个法国大学家庭医学系担任住院医师导师的全科医生。主要结局指标为:(1)干预结束3至5周后完成的最终知识测试平均得分;(2)知识预测试(干预前)和后测试(干预后3至5周)得分之间的平均差值,两者均按10分制评分。次要结局指标为所学知识向实践的转化、满意度以及游戏时长。
共有269名全科医生同意参与本研究。各学习组参与者的特征相似。最终知识测试的平均得分在两组之间无差异,Hygie组得分为4.9(95%CI 4.6 - 5.2),阅读组得分为4.6(95%CI 4.2 - 4.9)(P = 0.21)。知识预测试和后测试之间存在平均差异得分,Hygie组表现明显更优(Hygie组平均增益为1.6,阅读组为0.9;P = 0.02),表明使用Hygie学习更高效且更持久。报告称已将通过教材所学知识应用于实践的参与者比例,Hygie组显著更高:Hygie组为77%(47/61),阅读组为53%(25/47);优势比为2.9,9%;CI 1.2 - 7.4。此外,87%的反馈意见是积极的,表明Hygie在更新医学知识方面具有吸引力。定性数据显示,学习者尤其喜欢Hygie的趣味性、互动性和启发性。
我们得出结论,Hygie可以以有效、愉悦且基于证据的方式使全科医生继续教育的形式更加多样化。
ClinicalTrials.gov NCT03486275;https://clinicaltrials.gov/ct2/show/NCT03486275