Stathakarou Natalia, Kononowicz Andrzej A, Mattsson Erik, Karlgren Klas
Department of Learning, Informatics, Management and Ethics (LIME), Karolinska Institutet, Stockholm, Sweden.
Faculty of Health Sciences, Tokyo Metropolitan University, Tokyo, Japan.
JMIR Serious Games. 2024 Oct 22;12:e63390. doi: 10.2196/63390.
This study explores gamification in the design of virtual patients (VPs) to enhance the training of Swedish military medics in trauma care. The challenges related to prehospital trauma care faced on the battlefield require tailored educational tools that support military medics' education and training.
The aim of the study is to investigate how to design VPs with game elements for Swedish military medics to support learning in military trauma care. By understanding the reasoning and perceptions of military medics when interacting with VPs, this study aims to provide insights and recommendations for designing VPs with game elements that are specifically tailored to their needs.
The study involved 14 Swedish military medics of the Home Guard-National Security Forces participating in a tactical combat care course. Participants interacted with 3 different VP cases designed to simulate military trauma scenarios. Data were collected through think-aloud sessions and semistructured interviews. The data were analyzed using interaction analysis, structured by the unawareness, problem identification, explanation, and alternative strategies or solutions (uPEA) framework, and reflexive thematic analysis to explore participants' reasoning processes and perceptions and identify possible game elements to inform the VP design.
Mapping the military medics' reasoning to the uPEA framework revealed that study participants became more creative after making a mistake followed by feedback and after receiving a prompt to make a new decision. The thematic analysis revealed 6 themes: motivation, "keep on trying"; agency in interaction with VPs; realistic tactical experience; confidence, "I know that the knowledge I have works"; social influence on motivation; and personalized learning. Participants suggested that game elements such as scoring; badges; virtual goods; progress bars; performance tables; content unlocking; hints; challenge; control; imposed choice; narrative; avatars; sensation; randomness; difficulty adapting; competition; leaderboards; social pressure; progression; and renovation can promote engagement, motivation, and support confidence in decision-making.
Gamification in the design of VPs represents a promising approach to military medical training, offering a platform for medics to practice medical and tactical decision-making in a risk-free environment. The insights gained by the study may encourage designing VPs with game elements, as well as including possibly wrong decisions, their consequences, and relevant feedback, that may support military medics' reflections and decision-making.
本研究探讨在虚拟患者(VP)设计中运用游戏化手段,以加强瑞典军队医护人员的创伤护理培训。战场上院前创伤护理面临的挑战需要有针对性的教育工具来支持军队医护人员的教育与培训。
本研究旨在调查如何为瑞典军队医护人员设计带有游戏元素的虚拟患者,以支持军事创伤护理方面的学习。通过了解军队医护人员在与虚拟患者互动时的推理过程和看法,本研究旨在为设计符合他们需求的带有游戏元素的虚拟患者提供见解和建议。
该研究让14名瑞典国民卫队国家安全部队的军队医护人员参与一个战术战斗护理课程。参与者与3个旨在模拟军事创伤场景的不同虚拟患者病例进行互动。通过出声思考环节和半结构化访谈收集数据。使用互动分析对数据进行分析,该分析由无意识、问题识别、解释以及替代策略或解决方案(uPEA)框架构建,并通过反思性主题分析来探索参与者的推理过程和看法,以及识别可能为虚拟患者设计提供信息的游戏元素。
将军队医护人员的推理映射到uPEA框架表明,研究参与者在犯错并得到反馈后,以及在收到做出新决定的提示后变得更有创造力。主题分析揭示了6个主题:动机,“继续尝试”;与虚拟患者互动中的能动性;现实的战术体验;信心,“我知道我所拥有的知识有用”;社会对动机的影响;以及个性化学习。参与者建议,诸如计分、徽章、虚拟物品、进度条、成绩表、内容解锁、提示、挑战、控制、强制选择、叙事、化身、感觉、随机性、难度调整、竞争、排行榜、社会压力、进展和更新等游戏元素可以促进参与度、动机并增强决策信心。
虚拟患者设计中的游戏化是军事医疗培训的一种有前景的方法,为医护人员在无风险环境中练习医疗和战术决策提供了一个平台。该研究获得的见解可能会鼓励设计带有游戏元素的虚拟患者,以及纳入可能错误的决策、其后果和相关反馈,这可能有助于军队医护人员的反思和决策。