Sudario Gabriel, Hana Gina
University of California, Irvine, Department of Emergency Medicine, Orange, CA.
J Educ Teach Emerg Med. 2020 Jan 15;5(1):SG36-SG47. doi: 10.21980/J8F06W. eCollection 2020 Jan.
The target audience for this small group session is emergency medicine residents, primarily for use in didactic conference. This session can also be utilized with medical students or faculty looking to review various orthopedic injuries.
The Model of Clinical Practice of Emergency Medicine specifies content for American Board of Emergency Medicine certification and requires proficiency in a wide breadth of medical topics, including upper extremity and lower extremity orthopedic injuries.1 Traditional teaching sessions regarding orthopedic injuries usually rely on standard didactic presentations of injury description followed by review of imaging interpretations and management pearls. We present a novel use of gamification to tap into collective group knowledge to identify common orthopedic injuries. Our session then relies on the flipped classroom model, where learners teach relevant material to the rest of the cohort.
At the end of this session, learners will be able to: recognize and identify various orthopedic injuries on plain film images, describe the mechanism of injury of the various orthopedic injuries, describe the physical examination findings seen in various orthopedic injuries, recall associated injuries and at-risk anatomic structures associated with various orthopedic injuries, and describe the emergency department management of various orthopedic injuries.
This session is grounded in two educational methods, gamification and the flipped classroom model. Gamification is implemented by being modeled after the popular group game, "Who Am I?" Learners are randomly given a paper card that has printed either the name of a common orthopedic injury or X-ray image of that injury. These cards are taped to the learner's back, without learners being aware of the diagnosis they are in possession of. By asking yes or no questions to others in the room, learners attempt to identify their specific diagnosis and find the pair that he or she matches with in the room. The educational strategy of flipped-classroom comes into play after all pairs are identified. Learners work in these paired groups to prepare one digital slide teaching the salient points related to their diagnosis. Learners all work on a shared Google Drive Slides document and present the material to the entire group at the end of the session.
Educational content and satisfaction were obtained from learners through in-person interviews at the end of the session. Learners were asked questions regarding relevance, satisfaction with structure of the session, and overall value of the session related to their clinical practice.
Overall, residents had high levels of satisfaction after the session, many commenting on how gamification made the session more interactive and interesting. Learners did give feedback regarding needing more time to complete the flipped classroom component of the session, and overall felt like their parts of the presentation were rushed.
Gamification and flipped classroom learning strategies were effective in teaching the identification and management of common orthopedic injuries. Gamification increased engagement. Flipping the classroom allowed learners to obtain deeper knowledge in one specific diagnosis while learning collectively from the knowledge of an entire cohort.
Extremity bony trauma, dislocations/subluxations, tendon injuries, ligamentous injuries.
本次小组会议的目标受众是急诊医学住院医师,主要用于教学会议。该会议也可供希望复习各种骨科损伤的医学生或教员使用。
急诊医学临床实践模式规定了美国急诊医学委员会认证的内容,并要求在广泛的医学主题方面具备熟练程度,包括上肢和下肢骨科损伤。1 关于骨科损伤的传统教学课程通常依赖于对损伤描述的标准讲授式呈现,随后是影像学解读和治疗要点的复习。我们提出一种新颖的游戏化应用,以利用集体知识来识别常见的骨科损伤。然后我们的会议采用翻转课堂模式,学习者向小组其他成员讲授相关材料。
在本次会议结束时,学习者将能够:在平片图像上识别各种骨科损伤,描述各种骨科损伤的损伤机制,描述各种骨科损伤的体格检查结果,回忆与各种骨科损伤相关的合并损伤和高危解剖结构,以及描述各种骨科损伤在急诊科的处理。
本次会议基于两种教育方法,即游戏化和翻转课堂模式。游戏化是通过模仿流行的小组游戏“我是谁?”来实施的。学习者被随机发放一张纸卡,上面印有常见骨科损伤的名称或该损伤的 X 光图像。这些卡片被贴在学习者的背上,而学习者不知道自己所拥有的诊断。通过向房间里的其他人问“是”或“否”的问题,学习者试图确定自己的具体诊断,并找到与自己匹配的人。在所有配对完成后,翻转课堂的教育策略开始发挥作用。学习者在这些配对小组中合作,准备一张数字幻灯片,讲授与他们的诊断相关的要点。学习者都在一个共享的谷歌文档幻灯片上工作,并在会议结束时向整个小组展示材料。
在会议结束时,通过面对面访谈从学习者那里获得教育内容和满意度。向学习者询问有关相关性、对会议结构的满意度以及会议与他们临床实践相关的总体价值的问题。
总体而言,住院医师在会议后满意度很高,许多人评论说游戏化使会议更具互动性和趣味性。学习者确实反馈需要更多时间来完成会议的翻转课堂部分,总体感觉他们展示部分的内容很仓促。
游戏化和翻转课堂学习策略在教授常见骨科损伤的识别和处理方面是有效的。游戏化增加了参与度。翻转课堂使学习者能够在一个特定诊断中获得更深入的知识,同时从整个小组的知识中进行集体学习。
肢体骨创伤;脱位/半脱位;肌腱损伤;韧带损伤。