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协同设计的游戏学习对哥伦比亚医学教育中文化安全的影响:一项随机对照试验方案

Impact of Co-Designed Game Learning on Cultural Safety in Colombian Medical Education: Protocol for a Randomized Controlled Trial.

作者信息

Pimentel Juan, Cockcroft Anne, Andersson Neil

机构信息

CIET-PRAM, Department of Family Medicine, McGill University, Montreal, QC, Canada.

Facultad de Medicina, Universidad de La Sabana, Chia, Colombia.

出版信息

JMIR Res Protoc. 2020 Aug 31;9(8):e17297. doi: 10.2196/17297.

Abstract

BACKGROUND

Cultural safety encourages practitioners to examine how their own culture shapes their clinical practice and to respect their patients' worldviews. Lack of cultural safety in health care is linked to stigma and discrimination toward culturally diverse patients. Training in cultural safety poses considerable challenges. It is an unappealing subject for medical students and requires behavioral changes in their clinical practice. Game jams-collaborative workshops to create and play games-have recently shown effectiveness and engaging potential in university-level education.

OBJECTIVE

The trial aims to determine if medical students' participation in a game jam to design an educational game on cultural safety is more effective than a standard lesson on cultural safety in terms of change in the students' self-reported intended patient-oriented behavior.

METHODS

A parallel-group, 2-arm randomized controlled trial with a 1:1 allocation ratio will randomize 340 medical students and 60 medical interns (n=400) at the Faculty of Medicine at La Sabana University, Colombia (170 students and 30 medical interns to each arm). The intervention group will participate in an 8-hour game jam comprising (1) a preliminary lecture on cultural safety and game design, (2) a game building session where groups of students will create educational games about cultural safety, and (3) a play-test session in which students will play and learn from each other's games. The control group will receive a standard lesson, including a 2-hour lecture on cultural safety, followed by a 6-hour workshop to create posters about cultural safety. Web-based self-administered 30-item Likert-type questionnaires will assess cultural safety self-reported intended behavior before, immediately after, and 6 months after the intervention. An intention-to-treat approach will use a t-test with 95% CIs to determine the significance of the effect of the intervention, including within- and between-group comparisons. The qualitative most significant change technique will explore the impact of the intervention on the clinical experience of the students.

RESULTS

Study enrollment began in July 2019. A total of 531 students completed the baseline survey and were randomized. Data collection is expected to be complete by July 2020, and results are expected in October 2020. The study was approved by the institutional review board of the Faculty of Medicine at McGill University (May 31, 2017) and by the Subcommittee for Research of the Faculty of Medicine at La Sabana University (approval number 445).

CONCLUSIONS

The research will develop participatory methods in game-based learning co-design that might be relevant to other subjects. Ultimately, it should foster improved cultural safety skills for medical students, improve the quality of health services for diverse cultural groups, and contribute to enhanced population health. Game learning may provide an innovative solution to a long-standing and neglected problem in medical education, helping to meet the educational expectations and needs of millennial medical students.

TRIAL REGISTRATION

ISRCTN Registry ISRCTN14261595; http://www.controlled-trials.com/ISRCTN14261595.

摘要

背景

文化安全促使从业者审视自身文化如何塑造其临床实践,并尊重患者的世界观。医疗保健领域缺乏文化安全与对文化多元患者的污名化和歧视有关。文化安全培训面临诸多挑战。这对医学生来说是个缺乏吸引力的主题,且要求他们在临床实践中改变行为。游戏开发活动——即创建和玩游戏的协作式工作坊——最近在大学教育中显示出有效性和吸引力。

目的

本试验旨在确定医学生参与游戏开发活动以设计一款关于文化安全的教育游戏,在学生自我报告的以患者为导向的预期行为变化方面,是否比关于文化安全的标准课程更有效。

方法

一项平行组、双臂随机对照试验,分配比例为1:1,将对哥伦比亚萨巴纳大学医学院的340名医学生和60名医学实习生(n = 400)进行随机分组(每组170名学生和30名医学实习生)。干预组将参加一个8小时的游戏开发活动,包括(1)关于文化安全和游戏设计的初步讲座,(2)一个游戏构建环节,学生小组将创建关于文化安全的教育游戏,以及(3)一个游戏测试环节,学生们将玩彼此的游戏并相互学习。对照组将接受标准课程,包括一个2小时的关于文化安全的讲座,随后是一个6小时的制作关于文化安全海报的工作坊。基于网络的30项李克特式自填问卷将在干预前、干预后立即以及干预后6个月评估文化安全自我报告的预期行为。意向性分析将使用95%置信区间的t检验来确定干预效果的显著性,包括组内和组间比较。定性的最显著变化技术将探索干预对学生临床体验的影响。

结果

研究于2019年7月开始招募。共有531名学生完成了基线调查并被随机分组。数据收集预计在2020年7月完成,结果预计在2020年10月得出。该研究获得了麦吉尔大学医学院机构审查委员会(2017年5月31日)以及萨巴纳大学医学院研究小组委员会(批准号445)的批准。

结论

该研究将开发基于游戏学习协同设计的参与式方法,这可能与其他学科相关。最终,它应培养医学生更好的文化安全技能,提高为不同文化群体提供的医疗服务质量,并有助于增进人群健康。游戏学习可能为医学教育中一个长期被忽视的问题提供创新解决方案,有助于满足千禧一代医学生的教育期望和需求。

试验注册

国际标准随机对照试验编号ISRCTN14261595;http://www.controlled-trials.com/ISRCTN14261595

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bcf0/7490681/95f58af5231b/resprot_v9i8e17297_fig1.jpg

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