Department of Cardiology and Pneumology, Göttingen University Medical Centre, Robert-Koch-Straße 40, 37075, Göttingen, Germany.
Department of Medical Education, University Hospital Bonn, Venusberg-Campus 1, Gebäude 33, 53127, Bonn, Germany.
BMC Med Educ. 2021 Mar 30;21(1):189. doi: 10.1186/s12909-021-02591-1.
Patients presenting with acute shortness of breath and chest pain should be managed according to guideline recommendations. Serious games can be used to train clinical reasoning. However, only few studies have used outcomes beyond student satisfaction, and most of the published evidence is based on short-term follow-up. This study investigated the effectiveness of a digital simulation of an emergency ward regarding appropriate clinical decision-making.
In this prospective trial that ran from summer 2017 to winter 2018/19 at Göttingen Medical University Centre, a total of 178 students enrolled in either the fourth or the fifth year of undergraduate medical education took six 90-min sessions of playing a serious game ('training phase') in which they managed virtual patients presenting with various conditions. Learning outcome was assessed by analysing log-files of in-game activity (including choice of diagnostic methods, differential diagnosis and treatment initiation) with regard to history taking and patient management in three virtual patient cases: Non-ST segment elevation myocardial infarction (NSTEMI), pulmonary embolism (PE) and hypertensive crisis. Fourth-year students were followed up for 1.5 years, and their final performance was compared to the performance of students who had never been exposed to the game but had otherwise taken the same five-year undergraduate course.
During the training phase, overall performance scores increased from 57.6 ± 1.1% to 65.5 ± 1.2% (p < 0.001; effect size 0.656). Performance remained stable over 1.5 years, and the final assessment revealed a strong impact of ever-exposure to the game on management scores (72.6 ± 1.2% vs. 63.5 ± 2.1%, p < 0.001; effect size 0.811). Pre-exposed students were more than twice as likely to correctly diagnose NSTEMI and PE and showed significantly greater adherence to guideline recommendations (e.g., troponin measurement and D-dimer testing in suspected PE).
The considerable difference observed between previously exposed and unexposed students suggests a long-term effect of using the game although retention of specific virtual patient cases rather than general principles might partially account for this effect. Thus, the game may foster the implementation of guideline recommendations.
出现急性呼吸急促和胸痛的患者应根据指南建议进行管理。严肃游戏可用于训练临床推理。然而,只有少数研究使用了超出学生满意度的结果,并且大多数已发表的证据都基于短期随访。本研究调查了数字模拟急诊病房在适当临床决策方面的有效性。
在 2017 年夏季至 2018/19 年冬季期间,哥廷根医学中心大学中心进行了一项前瞻性试验,共有 178 名第四或第五年本科医学教育的学生参加了六次 90 分钟的严肃游戏课程(“培训阶段”),在该课程中,他们管理了具有各种条件的虚拟患者。通过分析三个虚拟患者病例(非 ST 段抬高型心肌梗死(NSTEMI)、肺栓塞(PE)和高血压危象)中的病史采集和患者管理方面的游戏活动日志(包括诊断方法、鉴别诊断和治疗启动的选择),评估学习结果。第四年学生随访了 1.5 年,将他们的最终表现与从未接触过游戏但其他方面接受过相同五年本科课程的学生的表现进行了比较。
在培训阶段,总体表现评分从 57.6±1.1%增加到 65.5±1.2%(p<0.001;效应大小 0.656)。1.5 年后,表现保持稳定,最终评估显示曾接触过该游戏对管理评分有很大影响(72.6±1.2%与 63.5±2.1%,p<0.001;效应大小 0.811)。预先接触过的学生正确诊断 NSTEMI 和 PE 的可能性是未接触过的学生的两倍多,并且表现出明显更高的遵循指南建议的可能性(例如,在疑似 PE 中进行肌钙蛋白测量和 D-二聚体检测)。
观察到预先接触过的学生和未接触过的学生之间存在显著差异,表明使用该游戏具有长期效果,尽管保留特定的虚拟患者病例而不是一般原则可能部分解释了这种效果。因此,该游戏可能有助于实施指南建议。