Perrin Julien, Meeus Amélie, Broseus Julien, Morieux Pierre-Jean, Di Ceglie Valentine, Gravoulet Julien, D'Aveni Maud
Faculté de Pharmacie, Université de Lorraine, Nancy, France.
Centre Hospitalier Régional Universitaire, Nancy, France.
JMIR Serious Games. 2023 Feb 13;11:e40350. doi: 10.2196/40350.
Complete blood count (CBC) and hemostatic screening tests are among the most commonly prescribed blood tests worldwide. All health care workers (nurse practitioners, pharmacists, dentists, midwives, and physicians) are expected to correctly interpret the results in their daily practice. Currently, the undergraduate hematology curriculum consists predominantly of lecture-based teaching. Because hematology combines basic science (blood cells and hemostasis physiology) and clinical skills, students report that they do not easily master hematology with only lecture-based teaching. Having interviewed students at the University of Lorraine, we considered it necessary to develop new teaching approaches and methods.
We aimed to develop and validate a serious game about CBC analysis for health care students. Our primary objective was to help students perceive hematology as being a playful and easy topic and for them to feel truly involved in taking care of their patients by analyzing blood tests. We considered that this game-based approach would be attractive to students as an addition to the classic lecture-based approach and improve their knowledge and skills in hematology.
We developed an adventure game called SUPER HEMO, a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and problem-solving tests. Following validation with beta testing by a panel of volunteer students, we used a novel, integrated teaching approach. We added 1.5 hours of gaming to the standard curriculum for a small group of volunteer students. Physician and pharmacy students in their third year at a single French university were invited to attend this extracurricular course. Pregame and postgame tests and satisfaction surveys were immediately recorded. Final hematology exam results were analyzed.
A total of 86 of 324 physician students (26.5%) and 67 of 115 pharmacy students (58%) opted to participate. Median scores on the pre- and posttests were 6 out of 10 versus 7 out of 10, respectively, for the physician students, (P<.001) and 7.5 out of 10 versus 8 out of 10, respectively, for the pharmacy students (P<.001). At the final hematology evaluation, physician students who played SUPER HEMO had a slightly better median score than those who did not: 13 out of 20 versus 12 out of 20, respectively (P=.002). Pharmacy students who played SUPER HEMO had a median score of 21.75 out of 30; this was not significantly different from pharmacy students who did not play SUPER HEMO (20/30; P=.12). Among the participants who answered the survey (n=143), more than 86% (123/143) believed they had strengthened their knowledge and nearly 80% (114/143) of them had fun.
Feedback from this game session provided evidence to support the integration of interactive teaching methods in undergraduate hematology teaching. The development of SUPER HEMO is intended to be completed so that it can become a support tool for continuing education.
全血细胞计数(CBC)和止血筛查测试是全球最常用的血液检测项目。所有医护人员(执业护士、药剂师、牙医、助产士和医生)都应在日常工作中正确解读检测结果。目前,本科血液学课程主要以讲座式教学为主。由于血液学融合了基础科学(血细胞和止血生理学)和临床技能,学生们表示仅通过讲座式教学很难掌握血液学知识。在对洛林大学的学生进行访谈后,我们认为有必要开发新的教学方法。
我们旨在为医护专业学生开发并验证一款关于CBC分析的严肃游戏。我们的主要目标是帮助学生将血液学视为一个有趣且容易的主题,并让他们通过分析血液检测结果切实参与到患者护理中。我们认为这种基于游戏的教学方法作为传统讲座式教学的补充,会对学生具有吸引力,并能提高他们在血液学方面的知识和技能。
我们开发了一款名为SUPER HEMO的冒险游戏,这是一款视频游戏,玩家在一个由探索和解决问题测试驱动的互动故事中扮演主角。在经过一组志愿者学生的beta测试验证后,我们采用了一种新颖的综合教学方法。我们在一小群志愿者学生的标准课程中增加了1.5小时的游戏时间。法国一所大学三年级的医学和药学专业学生被邀请参加这门课外课程。课前和课后测试以及满意度调查均立即进行记录。对血液学期末考试成绩进行分析。
324名医学专业学生中有86名(26.5%)、115名药学专业学生中有67名(58%)选择参加。医学专业学生课前和课后测试的中位数分数分别为10分中的6分和七分(P<0.001),药学专业学生分别为10分中的7.5分和8分(P<0.001)。在血液学最终评估中,玩过SUPER HEMO的医学专业学生中位数分数略高于未玩过的学生:分别为20分中的13分和12分(P = 0.002)。玩过SUPER HEMO的药学专业学生中位数分数为30分中的21.75分;与未玩过SUPER HEMO的药学专业学生(20/30;P = 0.12)相比,无显著差异。在回答调查的参与者中(n = 143),超过86%(123/143)的人认为他们强化了知识,近80%(114/143)的人玩得开心。
本次游戏环节的反馈为在本科血液学教学中整合互动教学方法提供了支持证据。SUPER HEMO的开发计划完成,以便它能成为继续教育的支持工具。