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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...

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Autores principales: Russell, Frances M, Lobo, Daniela, Herbert, Audrey, Kaine, Joshua, Pallansch, Jenna, Soriano, Pamela, Adame, JD, Ferre, Robinson M
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Department of Emergency Medicine, University of California, Irvine School of Medicine 2023
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.
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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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