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在异步课程环境中创建和测试一个GCP游戏:游戏及未来计划。

Creating and testing a GCP game in an asynchronous course environment: The game and future plans.

作者信息

Jones Carolynn T, Jester Penelope, Croker Jennifer A, Fritter Jessica, Roche Cathy, Wallace Brian, Westfall Andrew O, Redden David T, Willig James

机构信息

Masters of Applied Clinical and Preclinical Research, College of Nursing, The Ohio State University, Columbus, OH, USA.

Center for Clinical and Translational Science, University of Alabama at Birmingham, Birmingham, AL, USA.

出版信息

J Clin Transl Sci. 2019 Oct 29;4(1):36-42. doi: 10.1017/cts.2019.423. eCollection 2020 Feb.

Abstract

INTRODUCTION

The National Institute of Health has mandated good clinical practice (GCP) training for all clinical research investigators and professionals. We developed a GCP game using the Kaizen-Education platform. The GCP Kaizen game was designed to help clinical research professionals immerse themselves into applying International Conference on Harmonization GCP (R2) guidelines in the clinical research setting through case-based questions.

METHODS

Students were invited to participate in the GCP Kaizen game as part of their 100% online academic Masters during the Spring 2019 semester. The structure of the game consisted of 75 original multiple choice and 25 repeated questions stemming from fictitious vignettes that were distributed across 10 weeks. Each question presented a teachable rationale after the answers were submitted. At the end of the game, a satisfaction survey was issued to collect player satisfaction data on the game platform, content, experience as well as perceptions of GCP learning and future GCP concept application.

RESULTS

There were 71 total players who participated and answered at least one question. Of those, 53 (75%) answered all 100 questions. The game had a high Cronbach's alpha, and item analyses provided information on question quality, thus assisting us in future quality edits before re-testing and wider dissemination.

CONCLUSIONS

The GCP Kaizen game provides an alternative method for mandated GCP training using principles of gamification. It proved to be a reliable and an effective educational method with high player satisfaction.

摘要

引言

美国国立卫生研究院已要求对所有临床研究调查人员和专业人员进行良好临床实践(GCP)培训。我们利用持续改善教育平台开发了一款GCP游戏。GCP持续改善游戏旨在帮助临床研究专业人员通过基于案例的问题,将国际协调会议GCP(R2)指南应用于临床研究环境中。

方法

在2019年春季学期,学生们被邀请参加GCP持续改善游戏,作为他们100%在线学术硕士课程的一部分。游戏结构包括75道原创选择题和25道重复问题,这些问题来自虚构的案例,分布在10周内。每个问题在提交答案后都会给出一个可教授的理由。在游戏结束时,发放了一份满意度调查问卷,以收集玩家对游戏平台、内容、体验以及GCP学习和未来GCP概念应用的满意度数据。

结果

共有71名玩家参与并回答了至少一个问题。其中,53名(75%)玩家回答了所有100个问题。该游戏具有较高的克朗巴哈系数,项目分析提供了有关问题质量的信息,从而有助于我们在重新测试和更广泛传播之前进行未来的质量编辑。

结论

GCP持续改善游戏提供了一种使用游戏化原则进行强制性GCP培训的替代方法。事实证明,它是一种可靠且有效的教育方法,玩家满意度很高。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6712/7103470/ba2e01ce282f/S2059866119004230_fig1.jpg

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