Briggs Amy L, Katzer Robert, Gonzalez Isabel Algaze, Boysen-Osborn Megan
University of California Irvine, Department of Emergency Medicine, Orange, CA.
J Educ Teach Emerg Med. 2021 Oct 15;6(4):L1-L6. doi: 10.21980/J8J343. eCollection 2021 Oct.
This game is appropriate for medical students, interns, junior and senior residents.
The COVID-19 pandemic has forced a transition from in-person to virtual learning, and educators must innovate and adapt to keep learners engaged. One way to achieve this is through gamification.1 The authors employed a novel approach to gamification of virtual learning which engaged not only learners' computers but also their mobile phones. Learners worked in teams communicating by text message to answer ABEM board-style questions and occupy sites on the virtual board.
By the end of this didactic, the learner will:1. Describe the basics of the presentation of each topic listed above2. Recall the basics of management of each topic listed above3. Improve learners' preparedness for the Emergency Medicine Inservice Exam and Written Board Examination.
Wilderness and environmental medicine topics were selected from the list of topics covered on the ABEM boards. Questions were then written by the authors teaching these concepts.
Learners were surveyed immediately following the session using an evaluation tool containing both Likert-scale questions on quality and applicability as well as open-ended questions on strengths and areas for improvement. The response rate to this survey was 100%.
Feedback was overwhelmingly positive, with 19/20 respondents rating the sessions 5/5 for effectiveness and value of teaching compared with other sessions, and 1/20 rating the session 4/5. Nineteen out of twenty respondents rated the content as "highly relevant"; 1/20 rated it as "mostly relevant." Nineteen out of twenty respondents rated the session 5/5 for being engaging and holding their attention; 1/20 rated it as somewhat engaging.
Learners rated the session as highly relevant and engaging. We hypothesize that by engaging two screens and forcing learners to work together by text message, we were able to turn what would normally be a distraction (texting co-residents during resident conference) into a tool for learning.
Electrical injury, lightning strike, thermal burns, inhalational injury, chemical burns, acute radiation syndrome, snake bites, scorpion envenomation, stingray envenomation, jellyfish stings, black widow spider bites, mammalian bites, rabies, murine typhus, bear encounters, decompression sickness, arterial gas embolism, drowning, dehydration, heat stroke, exercise-associated hyponatremia, frostbite, hypothermia, CO poisoning, hydrogen sulfide poisoning, giardia.
这款游戏适合医学生、实习医生、住院医师(包括低年资和高年资)。
新冠疫情迫使学习方式从面对面学习转变为虚拟学习,教育工作者必须创新并做出调整,以保持学习者的参与度。实现这一目标的一种方法是通过游戏化。作者采用了一种新颖的虚拟学习游戏化方法,不仅让学习者使用电脑,还让他们使用手机。学习者以团队形式通过短信交流,回答美国急诊医学委员会(ABEM)风格的问题,并占领虚拟棋盘上的位置。
在本次教学结束时,学习者将能够:1. 描述上述每个主题的临床表现基础;2. 回忆上述每个主题的管理基础;3. 提高学习者应对急诊医学在职考试和笔试的准备程度。
荒野与环境医学主题是从ABEM考试涵盖的主题列表中选取的。然后由讲授这些概念的作者编写问题。
课程结束后,立即使用一种评估工具对学习者进行调查,该工具既包含关于质量和适用性的李克特量表问题,也包含关于优点和改进领域的开放式问题。本次调查的回复率为100%。
反馈总体上是积极的,20名受访者中有19人将该课程的教学效果和价值评为5分(满分5分),与其他课程相比;1人评为4分(满分5分)。20名受访者中有19人将内容评为“高度相关”;1人评为“大致相关”。20名受访者中有19人将该课程的吸引力和注意力保持程度评为5分(满分5分);1人评为“有点吸引力”。
学习者将该课程评为高度相关且具有吸引力。我们推测,通过让学习者使用两个屏幕并迫使他们通过短信合作,我们能够将通常会分散注意力的行为(在住院医师会议期间给住院医师同事发短信)转变为一种学习工具。
电击伤、雷击、热烧伤、吸入性损伤、化学烧伤、急性放射综合征、蛇咬伤、蝎子蜇伤、黄貂鱼蜇伤、水母蜇伤、黑寡妇蜘蛛咬伤、哺乳动物咬伤、狂犬病、鼠型斑疹伤寒、遭遇熊、减压病、动脉气体栓塞、溺水、脱水、中暑、运动相关性低钠血症、冻伤、体温过低、一氧化碳中毒、硫化氢中毒、贾第虫病。