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Gamification of POCUS: Are Students Learning?
INTRODUCTION: While gamification of point-of-care ultrasound (POCUS) is well received by learners, little is known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS gamification event improved knowledge of interpretation and clinical integra...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Department of Emergency Medicine, University of California, Irvine School of Medicine
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10047727/ https://www.ncbi.nlm.nih.gov/pubmed/36976585 http://dx.doi.org/10.5811/westjem.2022.11.57730 |
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author | Russell, Frances M Lobo, Daniela Herbert, Audrey Kaine, Joshua Pallansch, Jenna Soriano, Pamela Adame, JD Ferre, Robinson M |
author_facet | Russell, Frances M Lobo, Daniela Herbert, Audrey Kaine, Joshua Pallansch, Jenna Soriano, Pamela Adame, JD Ferre, Robinson M |
author_sort | Russell, Frances M |
collection | PubMed |
description | INTRODUCTION: While gamification of point-of-care ultrasound (POCUS) is well received by learners, little is known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS gamification event improved knowledge of interpretation and clinical integration of POCUS. METHODS: This was a prospective observational study of fourth-year medical students who participated in a 2.5-hour POCUS gamification event consisting of eight objective-oriented stations. Each station had one to three learning objectives associated with the content taught. Students completed a pre-assessment; they then participated in the gamification event in groups of three to five per station and subsequently completed a post-assessment. Differences between pre- and post-session responses were matched and analyzed using Wilcoxon signed-rank test and Fisher’s exact test. RESULTS: We analyzed data from 265 students with matched pre- and post-event responses; 217 (82%) students reported no to little prior POCUS experience. Most students were going into internal medicine (16%) and pediatrics (11%). Knowledge assessment scores significantly improved from pre- to post-workshop, 68% vs 78% (P=0.04). Self-reported comfort with image acquisition, interpretation, and clinical integration all significantly improved from pre- to post-gamification event (P<0.001). CONCLUSION: In this study we found that gamification of POCUS, with clear learning objectives, led to improved student knowledge of POCUS interpretation, clinical integration, and self-reported comfort with POCUS. |
format | Online Article Text |
id | pubmed-10047727 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Department of Emergency Medicine, University of California, Irvine School of Medicine |
record_format | MEDLINE/PubMed |
spelling | pubmed-100477272023-03-29 Gamification of POCUS: Are Students Learning? Russell, Frances M Lobo, Daniela Herbert, Audrey Kaine, Joshua Pallansch, Jenna Soriano, Pamela Adame, JD Ferre, Robinson M West J Emerg Med Education INTRODUCTION: While gamification of point-of-care ultrasound (POCUS) is well received by learners, little is known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS gamification event improved knowledge of interpretation and clinical integration of POCUS. METHODS: This was a prospective observational study of fourth-year medical students who participated in a 2.5-hour POCUS gamification event consisting of eight objective-oriented stations. Each station had one to three learning objectives associated with the content taught. Students completed a pre-assessment; they then participated in the gamification event in groups of three to five per station and subsequently completed a post-assessment. Differences between pre- and post-session responses were matched and analyzed using Wilcoxon signed-rank test and Fisher’s exact test. RESULTS: We analyzed data from 265 students with matched pre- and post-event responses; 217 (82%) students reported no to little prior POCUS experience. Most students were going into internal medicine (16%) and pediatrics (11%). Knowledge assessment scores significantly improved from pre- to post-workshop, 68% vs 78% (P=0.04). Self-reported comfort with image acquisition, interpretation, and clinical integration all significantly improved from pre- to post-gamification event (P<0.001). CONCLUSION: In this study we found that gamification of POCUS, with clear learning objectives, led to improved student knowledge of POCUS interpretation, clinical integration, and self-reported comfort with POCUS. Department of Emergency Medicine, University of California, Irvine School of Medicine 2023-03 2023-02-22 /pmc/articles/PMC10047727/ /pubmed/36976585 http://dx.doi.org/10.5811/westjem.2022.11.57730 Text en © 2023 Russell et al. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed in accordance with the terms of the Creative Commons Attribution (CC BY 4.0) License. See: http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) |
spellingShingle | Education Russell, Frances M Lobo, Daniela Herbert, Audrey Kaine, Joshua Pallansch, Jenna Soriano, Pamela Adame, JD Ferre, Robinson M Gamification of POCUS: Are Students Learning? |
title | Gamification of POCUS: Are Students Learning? |
title_full | Gamification of POCUS: Are Students Learning? |
title_fullStr | Gamification of POCUS: Are Students Learning? |
title_full_unstemmed | Gamification of POCUS: Are Students Learning? |
title_short | Gamification of POCUS: Are Students Learning? |
title_sort | gamification of pocus: are students learning? |
topic | Education |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10047727/ https://www.ncbi.nlm.nih.gov/pubmed/36976585 http://dx.doi.org/10.5811/westjem.2022.11.57730 |
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