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一个关于高发性咬伤和中毒的侦探式游戏化翻转课堂。

A Whodunit Gamified Flipped Classroom For High Yield Bite Injuries And Envenomation.

作者信息

McGoldrick Mary G, Patti Laryssa, Chin Meigra, Murano Tiffany

机构信息

Columbia University Vagelos College of Physicians & Surgeons, Department of Emergency Medicine, New York, NY.

Rutgers Robert Wood Johnson Medical School, Department of Emergency Medicine, New Brunswick, NJ.

出版信息

J Educ Teach Emerg Med. 2024 Oct 31;9(4):SG13-SG23. doi: 10.21980/J88S81. eCollection 2024 Oct.

Abstract

AUDIENCE

Clerkship-level medical students, sub-interns, junior and senior residents, attending physicians.

INTRODUCTION

Bite injuries and envenomation are core content found in the model of the clinical practice of emergency medicine.1 However, depending on the geographic location of training or clinical practice, physicians may or may not be exposed to these pathologies. For example, a qualitative analysis conducted in 2022 discovered a significant range in emergency medicine (EM) physician perception of snake antivenom use and level of comfort, noting that experiences with its use ranged from hundreds of cases treated to purely didactic understanding.2 Such discrepancies necessitate supplemental education and activities to bridge the knowledge gap. Ideally, these activities would utilize tenets of experiential learning to allow learner processing comparable to that of clinical experience.3 Flipped classroom and audience participation promote engagement and active learning when compared to the passive learning of lectures.4 In that vein, there is a growing body of gamified resources in medical education which utilize pattern recognition and problem solving skills that can be analogous to clinical practice.5,6.

EDUCATIONAL OBJECTIVES

By the end of this activity, learners will be able to: 1) identify and name species responsible for bite/sting/envenomation injuries, 2) recognize associated signs, symptoms, physical exam findings and complications associated with bites/stings/envenomations by certain species, 3) discuss management such as antibiotics, antivenom, and supportive care.

EDUCATIONAL METHODS

We designed a small group activity asking residents to identify, research, and present the "culprits" implicated in environmental exposures to animals and insects, and match them to corresponding clinical scenarios.

RESEARCH METHODS

Participants anonymously answered electronic multiple-choice quizzes before and after completing the activity to gauge its effectiveness in conveying the material. They also completed an additional anonymous, electronic survey regarding their attitudes towards this activity and the possibility of other gamified didactics within the curriculum.

RESULTS

Each resident class showed an upward trend in their average multiple-choice score, the greatest of which was seen in the post-graduate year (PGY) 1 class. The residency demonstrated a statistically significant improvement in their ability to answer multiple choice questions (MCQs), with an average pre-activity score of 67.14%, and post-activity score of 87.14%. Participants showed determination and enthusiasm to engage with the material when presented in a gamified format, and 100% of post-activity survey respondents wanted to participate in further gamified activities.

DISCUSSION

Gamified small group activities are a fun and effective method of supplementing residency and medical student education for both common and esoteric clinical presentations that they may not encounter in the clinical environment.

TOPICS

Toxicology, bite injury, envenomation, gamification.

摘要

受众

临床实习阶段的医学生、实习医生、初级和高级住院医师、主治医生。

简介

咬伤和中毒是急诊医学临床实践模式中的核心内容。然而,根据培训或临床实践的地理位置,医生可能接触到这些病症,也可能接触不到。例如,2022年进行的一项定性分析发现,急诊医学(EM)医生对蛇毒抗血清的使用认知和熟悉程度差异很大,指出其使用经验从治疗数百例病例到纯粹的理论理解不等。这种差异需要通过补充教育和活动来弥合知识差距。理想情况下,这些活动将利用体验式学习的原则,使学习者的学习过程与临床经验相当。与讲座式的被动学习相比,翻转课堂和受众参与能够促进互动和主动学习。有鉴于此,医学教育中越来越多的游戏化资源利用了模式识别和问题解决技能,这些技能可与临床实践相类比。

教育目标

在本活动结束时,学习者将能够:1)识别并说出导致咬伤/蜇伤/中毒损伤的物种名称;2)识别某些物种咬伤/蜇伤/中毒相关的体征、症状、体格检查结果和并发症;3)讨论治疗方法,如抗生素、抗蛇毒血清和支持性护理。

教育方法

我们设计了一个小组活动,要求住院医师识别、研究并介绍与动物和昆虫环境暴露相关的“罪魁祸首”,并将它们与相应的临床病例相匹配。

研究方法

参与者在完成活动前后匿名回答电子多项选择题测验,以评估该活动在传达相关内容方面的有效性。他们还完成了一项额外的匿名电子调查,内容涉及他们对该活动的态度以及课程中其他游戏化教学方法的可能性。

结果

每个住院医师班级的平均多项选择题得分都呈上升趋势,其中研究生一年级班级的得分增幅最大。住院医师在回答多项选择题方面的能力有统计学意义上的显著提高,活动前平均得分为67.14%,活动后为87.14%。当以游戏化形式呈现相关内容时,参与者表现出参与的决心和热情,100%的活动后调查受访者希望参加更多游戏化活动。

讨论

游戏化小组活动是一种有趣且有效的方法,可用于补充住院医师和医学生在常见和罕见临床病例方面的教育,这些病例他们在临床环境中可能不会遇到。

主题

毒理学、咬伤、中毒、游戏化

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4380/11537731/617adf6ffe99/jetem-9-4-sg13f1.jpg

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