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比较基础生命支持严肃游戏分数与实践培训平台表现分数:基础生命支持培训的试点模拟研究

Comparing Basic Life Support Serious Gaming Scores With Hands-on Training Platform Performance Scores: Pilot Simulation Study for Basic Life Support Training.

作者信息

Aksoy Mehmet Emin

机构信息

Acibadem Mehmet Ali Aydınlar University, Department Biomedical Device Technology, CASE (Center of Advanced Simulation and Education), Istanbul, Turkey.

出版信息

JMIR Serious Games. 2020 Nov 25;8(4):e24166. doi: 10.2196/24166.

Abstract

BACKGROUND

Serious games enrich simulation-based health care trainings and improve knowledge, skills, and self-confidence of learners while entertaining them.

OBJECTIVE

A platform which can combine performance data from a basic life support (BLS) serious game app and hands-on data based on the same scoring system is not available in the market. The aim of this study was to create such a platform and investigate whether performance evaluation of BLS trainings would be more objective compared to conventional Objective Structured Clinical Examination (OSCE) examinations if these evaluations were carried out with the platform which combines OSCE scoring criteria with sensor data retrieved from the simulator's sensors.

METHODS

Participants were 25 volunteers (11 men [44.0%] and 14 [56.0] women) among Acıbadem Mehmet Ali Aydınlar University students without prior knowledge of the BLS protocol. A serious game module has been created for teaching learners the European Resuscitation Council Basic Life Support 2015 protocol. A second module called the hands-on module was designed for educators. This module includes a checklist used for BLS OSCE examinations and can retrieve sensor data such as compression depth, compression frequency, and ventilation volume from the manikin (CPR Lilly; 3B Scientific GmbH) via Bluetooth. Data retrieved from the sensors of the manikin enable educators to evaluate learners in a more objective way. Performance data retrieved from the serious gaming module have been combined with the results of the hands-on module. Data acquired from the hands-on module have also been compared with the results of conventional OSCE scores of the participants, which were obtained by watching the videos of the same trainings.

RESULTS

Participants were considered successful in the game if they scored 80/100 or above. Overall, participants scored 80 or above in an average of 1.4 (SD 0.65) trials. The average BLS serious game score was 88.3/100 (SD 5.17) and hands-on average score was 70.7/100 (SD 17.3), whereas the OSCE average score was 84.4/100 (SD 12.9). There was no statistically significant correlation between success on trials (score ≥80/100), serious game, hands-on training app, and OSCE scores (Spearman rho test, P>.05). The mean BLS serious game score of the participants was 88.3/100 (SD 5.17), whereas their mean hands-on training app score was 70.7/100 (SD 17.3) and OSCE score was 84.4/100 (SD 12.9).

CONCLUSIONS

Although scoring criteria for OSCE and hands-on training app were identical, OSCE scores were 17% higher than hands-on training app scores. After analyzing the difference of scores between hands-on training app and OSCE, it has been revealed that these differences originate from scoring parameters such as compression depth, compression frequency, and ventilation volume. These data suggest that evaluation of BLS trainings would be more objective if these evaluations were carried out with the modality, which combines visual OSCE scoring criteria with sensor data retrieved from the simulator's sensors.

TRIAL REGISTRATION

ClinicalTrials.gov NCT04533893; https://clinicaltrials.gov/ct2/show/NCT04533893.

摘要

背景

严肃游戏丰富了基于模拟的医疗保健培训,在使学习者获得乐趣的同时,提高了他们的知识、技能和自信心。

目的

市场上没有一个能将基础生命支持(BLS)严肃游戏应用程序的性能数据与基于相同评分系统的实践操作数据相结合的平台。本研究的目的是创建这样一个平台,并研究如果使用将客观结构化临床考试(OSCE)评分标准与从模拟器传感器获取的传感器数据相结合的平台进行BLS培训的性能评估,与传统的OSCE考试相比是否会更客观。

方法

参与者为阿西巴德姆·穆罕默德·阿里·艾登拉尔大学的25名志愿者(11名男性[44.0%]和14名女性[56.0%]),他们之前不了解BLS协议。创建了一个严肃游戏模块,用于向学习者传授欧洲复苏委员会2015年基础生命支持协议。为教育工作者设计了第二个模块,称为实践操作模块。该模块包括一个用于BLS OSCE考试的检查表,并可通过蓝牙从人体模型(CPR Lilly;3B Scientific GmbH)获取诸如按压深度、按压频率和通气量等传感器数据。从人体模型传感器获取的数据使教育工作者能够以更客观的方式评估学习者。从严肃游戏模块获取的性能数据已与实践操作模块的结果相结合。从实践操作模块获取的数据也与参与者传统OSCE分数的结果进行了比较,这些分数是通过观看相同培训的视频获得的。

结果

如果参与者得分80/100或更高,则被认为在游戏中成功。总体而言,参与者平均在1.4(标准差0.65)次试验中得分80或更高。BLS严肃游戏的平均分数为88.3/100(标准差5.17),实践操作平均分数为70.7/100(标准差17.3),而OSCE平均分数为84.4/100(标准差12.9)。试验成功(得分≥80/100)、严肃游戏、实践操作培训应用程序和OSCE分数之间无统计学显著相关性(Spearman秩相关检验,P>0.05)。参与者的BLS严肃游戏平均分数为88.3/100(标准差5.17),而他们的实践操作培训应用程序平均分数为70.7/100(标准差17.3),OSCE分数为84.4/100(标准差12.9)。

结论

尽管OSCE和实践操作培训应用程序的评分标准相同,但OSCE分数比实践操作培训应用程序分数高17%。在分析了实践操作培训应用程序和OSCE之间的分数差异后,发现这些差异源于诸如按压深度、按压频率和通气量等评分参数。这些数据表明,如果使用将视觉OSCE评分标准与从模拟器传感器获取的传感器数据相结合的方式进行BLS培训评估,评估将更客观。

试验注册

ClinicalTrials.gov NCT04533893;https://clinicaltrials.gov/ct2/show/NCT04533893

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/03e4/7725648/97e86d64c37d/games_v8i4e24166_fig1.jpg

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