Indiana University School of Medicine, Department of Emergency Medicine, Indianapolis, Indiana.
West J Emerg Med. 2023 Feb 22;24(2):243-248. doi: 10.5811/westjem.2022.11.57730.
While gamification of point-of-care ultrasound (POCUS) is well received by learners, little is known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS gamification event improved knowledge of interpretation and clinical integration of POCUS.
This was a prospective observational study of fourth-year medical students who participated in a 2.5-hour POCUS gamification event consisting of eight objective-oriented stations. Each station had one to three learning objectives associated with the content taught. Students completed a pre-assessment; they then participated in the gamification event in groups of three to five per station and subsequently completed a post-assessment. Differences between pre- and post-session responses were matched and analyzed using Wilcoxon signed-rank test and Fisher's exact test.
We analyzed data from 265 students with matched pre- and post-event responses; 217 (82%) students reported no to little prior POCUS experience. Most students were going into internal medicine (16%) and pediatrics (11%). Knowledge assessment scores significantly improved from pre- to post-workshop, 68% vs 78% (P=0.04). Self-reported comfort with image acquisition, interpretation, and clinical integration all significantly improved from pre- to post-gamification event (P<0.001).
In this study we found that gamification of POCUS, with clear learning objectives, led to improved student knowledge of POCUS interpretation, clinical integration, and self-reported comfort with POCUS.
尽管基于游戏的即时超声检查(POCUS)在学习者中广受欢迎,但对于学习者在这些活动中所获得的知识知之甚少。我们旨在确定基于游戏的 POCUS 是否可以提高对 POCUS 解释和临床整合的知识。
这是一项针对四年级医学生的前瞻性观察研究,他们参加了一个 2.5 小时的基于游戏的 POCUS 活动,其中包括八个以目标为导向的站。每个站都有一个或三个与所教内容相关的学习目标。学生完成了预评估;然后他们分组(每组 3-5 人)参加基于游戏的活动,然后完成后评估。使用 Wilcoxon 符号秩检验和 Fisher 确切检验对前后测试之间的差异进行匹配和分析。
我们分析了 265 名学生的数据,这些学生具有匹配的前后事件响应;217 名(82%)学生报告说他们几乎没有 POCUS 经验。大多数学生选择进入内科(16%)和儿科(11%)。知识评估得分从课前到课后显著提高,从 68%提高到 78%(P=0.04)。自我报告的图像采集、解释和临床整合的舒适度均从课前到课后的游戏化活动中显著提高(P<0.001)。
在这项研究中,我们发现基于游戏的 POCUS 具有明确的学习目标,可以提高学生对 POCUS 解释、临床整合以及对 POCUS 的自我报告舒适度的知识。