Perron Janaya Elizabeth, Uther Penelope, Coffey Michael Jonathon, Lovell-Simons Andrew, Bartlett Adam W, McKay Ashlene, Garg Millie, Lucas Sarah, Cichero Jane, Dobrescu Isabella, Motta Alberto, Taylor Silas, Kennedy Sean Edward, Ooi Chee Yee
Discipline of Paediatrics and Child Health, School of Clinical Medicine, Faculty of Medicine & Health, University of New South Wales, Sydney, Australia.
Faculty of Medicine, Health and Human Sciences, Macquarie University, Sydney, Australia.
Med Teach. 2025 Jan;47(1):126-133. doi: 10.1080/0142159X.2024.2323179. Epub 2024 Mar 9.
Serious games (SGs) have great potential for pediatric medical education. This study evaluated the efficacy of a SG in improving learner satisfaction, knowledge, and behavior.
This was an investigator-blinded randomized controlled trial (RCT) comparing a SG against two controls: (i) adaptive tutorial (AT), and (ii) low-stimulus control (LSC). SG is a highly immersive role-playing game in a virtual hospital. AT delivers interactive web-based lessons. LSC is paper-based clinical practice guidelines. Metropolitan senior medical students at UNSW were eligible. A total of 154 enrolled and were block randomized to one intervention. Participants had access to one intervention for 8 weeks which taught pediatric acute asthma and seizure assessment and management. Satisfaction was assessed with Likert-scale responses to 5 statements and 2 free-text comments. Knowledge was assessed with 10 multiple-choice questions (MCQs). Clinical behavior was assessed during a 30-point simulated clinical management scenario (CMS). Primary analysis was performed on a modified intention-to-treat basis and compared: (1) SG AT; and (2) SG LSC.
A total of 118 participants were included in the primary analysis (modified intention-to-treat model). No significant differences in MCQ results between the SG and control groups. SG group outperformed the LSC group in the CMS, with a moderate effect (score out of 30: 20.8 (3.2) 18.7 (3.2), respectively, = 0.65 (0.2-1.1), = 0.005). No statistically significant difference between SG and AT groups in the CMS (score: 20.8 (3.2) 19.8 (3.1), respectively, = 0.31 (-0.1 to 0.8), = 0.18). A sensitivity analysis (per-protocol model) was performed with similar outcomes.
This is the first investigator-blinded RCT assessing the efficacy of a highly immersive SG on learner attitudes, knowledge acquisition, and performance in simulated pediatric clinical scenarios. The SG demonstrated improved translation of knowledge to a simulated clinical environment, particularly compared to LSC. SGs show promise in pediatric medical education.
严肃游戏(SGs)在儿科医学教育中具有巨大潜力。本研究评估了一款严肃游戏在提高学习者满意度、知识水平和行为表现方面的效果。
这是一项研究者设盲的随机对照试验(RCT),将一款严肃游戏与两个对照组进行比较:(i)适应性教程(AT),以及(ii)低刺激对照组(LSC)。严肃游戏是一款在虚拟医院中高度沉浸式的角色扮演游戏。适应性教程提供基于网络的互动课程。低刺激对照组是纸质的临床实践指南。新南威尔士大学的大城市高年级医学生符合条件。共有154名参与者入组并被整群随机分配到一种干预措施。参与者有8周时间使用一种干预措施,该措施教授儿科急性哮喘和癫痫发作的评估与管理。通过对5条陈述的李克特量表回答和2条自由文本评论来评估满意度。通过10道多项选择题(MCQs)评估知识水平。在一个30分的模拟临床管理场景(CMS)中评估临床行为。主要分析在改良意向性分析基础上进行,并比较:(1)严肃游戏组与适应性教程组;以及(2)严肃游戏组与低刺激对照组。
共有118名参与者纳入主要分析(改良意向性分析模型)。严肃游戏组和对照组在多项选择题结果上无显著差异。在模拟临床管理场景中,严肃游戏组的表现优于低刺激对照组,具有中等效应(满分30分的得分分别为:20.8(3.2)和18.7(3.2),效应量 = 0.65(0.2 - 1.1),P = 0.005)。在模拟临床管理场景中,严肃游戏组和适应性教程组之间无统计学显著差异(得分分别为:20.8(3.2)和19.8(3.1),效应量 = 0.31(-0.1至0.8),P = 0.18)。进行了敏感性分析(符合方案模型),结果相似。
这是第一项研究者设盲的随机对照试验,评估一款高度沉浸式严肃游戏对学习者在模拟儿科临床场景中的态度、知识获取和表现的效果。与低刺激对照组相比,尤其是在将知识转化到模拟临床环境方面,严肃游戏表现出了改进。严肃游戏在儿科医学教育中显示出前景。