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Fracture Detectives: A Fracture Review Match Game

AUDIENCE: The target audience for this small group session is emergency medicine residents, primarily for use in didactic conference. This session can also be utilized with medical students or faculty looking to review various orthopedic injuries. INTRODUCTION: The Model of Clinical Practice of Emer...

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Autores principales: Sudario, Gabriel, Hana, Gina
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Department of Emergency Medicine, University of California, Irvine School of Medicine 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10332538/
https://www.ncbi.nlm.nih.gov/pubmed/37465601
http://dx.doi.org/10.21980/J8F06W
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author Sudario, Gabriel
Hana, Gina
author_facet Sudario, Gabriel
Hana, Gina
author_sort Sudario, Gabriel
collection PubMed
description AUDIENCE: The target audience for this small group session is emergency medicine residents, primarily for use in didactic conference. This session can also be utilized with medical students or faculty looking to review various orthopedic injuries. INTRODUCTION: The Model of Clinical Practice of Emergency Medicine specifies content for American Board of Emergency Medicine certification and requires proficiency in a wide breadth of medical topics, including upper extremity and lower extremity orthopedic injuries.1 Traditional teaching sessions regarding orthopedic injuries usually rely on standard didactic presentations of injury description followed by review of imaging interpretations and management pearls. We present a novel use of gamification to tap into collective group knowledge to identify common orthopedic injuries. Our session then relies on the flipped classroom model, where learners teach relevant material to the rest of the cohort. EDUCATIONAL OBJECTIVES: At the end of this session, learners will be able to: recognize and identify various orthopedic injuries on plain film images, describe the mechanism of injury of the various orthopedic injuries, describe the physical examination findings seen in various orthopedic injuries, recall associated injuries and at-risk anatomic structures associated with various orthopedic injuries, and describe the emergency department management of various orthopedic injuries. EDUCATIONAL METHODS: This session is grounded in two educational methods, gamification and the flipped classroom model. Gamification is implemented by being modeled after the popular group game, “Who Am I?” Learners are randomly given a paper card that has printed either the name of a common orthopedic injury or X-ray image of that injury. These cards are taped to the learner’s back, without learners being aware of the diagnosis they are in possession of. By asking yes or no questions to others in the room, learners attempt to identify their specific diagnosis and find the pair that he or she matches with in the room. The educational strategy of flipped-classroom comes into play after all pairs are identified. Learners work in these paired groups to prepare one digital slide teaching the salient points related to their diagnosis. Learners all work on a shared Google Drive Slides document and present the material to the entire group at the end of the session. RESEARCH METHODS: Educational content and satisfaction were obtained from learners through in-person interviews at the end of the session. Learners were asked questions regarding relevance, satisfaction with structure of the session, and overall value of the session related to their clinical practice. RESULTS: Overall, residents had high levels of satisfaction after the session, many commenting on how gamification made the session more interactive and interesting. Learners did give feedback regarding needing more time to complete the flipped classroom component of the session, and overall felt like their parts of the presentation were rushed. DISCUSSION: Gamification and flipped classroom learning strategies were effective in teaching the identification and management of common orthopedic injuries. Gamification increased engagement. Flipping the classroom allowed learners to obtain deeper knowledge in one specific diagnosis while learning collectively from the knowledge of an entire cohort. TOPICS: Extremity bony trauma, dislocations/subluxations, tendon injuries, ligamentous injuries.
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spelling pubmed-103325382023-07-18 Fracture Detectives: A Fracture Review Match Game Sudario, Gabriel Hana, Gina J Educ Teach Emerg Med Small Group Learning AUDIENCE: The target audience for this small group session is emergency medicine residents, primarily for use in didactic conference. This session can also be utilized with medical students or faculty looking to review various orthopedic injuries. INTRODUCTION: The Model of Clinical Practice of Emergency Medicine specifies content for American Board of Emergency Medicine certification and requires proficiency in a wide breadth of medical topics, including upper extremity and lower extremity orthopedic injuries.1 Traditional teaching sessions regarding orthopedic injuries usually rely on standard didactic presentations of injury description followed by review of imaging interpretations and management pearls. We present a novel use of gamification to tap into collective group knowledge to identify common orthopedic injuries. Our session then relies on the flipped classroom model, where learners teach relevant material to the rest of the cohort. EDUCATIONAL OBJECTIVES: At the end of this session, learners will be able to: recognize and identify various orthopedic injuries on plain film images, describe the mechanism of injury of the various orthopedic injuries, describe the physical examination findings seen in various orthopedic injuries, recall associated injuries and at-risk anatomic structures associated with various orthopedic injuries, and describe the emergency department management of various orthopedic injuries. EDUCATIONAL METHODS: This session is grounded in two educational methods, gamification and the flipped classroom model. Gamification is implemented by being modeled after the popular group game, “Who Am I?” Learners are randomly given a paper card that has printed either the name of a common orthopedic injury or X-ray image of that injury. These cards are taped to the learner’s back, without learners being aware of the diagnosis they are in possession of. By asking yes or no questions to others in the room, learners attempt to identify their specific diagnosis and find the pair that he or she matches with in the room. The educational strategy of flipped-classroom comes into play after all pairs are identified. Learners work in these paired groups to prepare one digital slide teaching the salient points related to their diagnosis. Learners all work on a shared Google Drive Slides document and present the material to the entire group at the end of the session. RESEARCH METHODS: Educational content and satisfaction were obtained from learners through in-person interviews at the end of the session. Learners were asked questions regarding relevance, satisfaction with structure of the session, and overall value of the session related to their clinical practice. RESULTS: Overall, residents had high levels of satisfaction after the session, many commenting on how gamification made the session more interactive and interesting. Learners did give feedback regarding needing more time to complete the flipped classroom component of the session, and overall felt like their parts of the presentation were rushed. DISCUSSION: Gamification and flipped classroom learning strategies were effective in teaching the identification and management of common orthopedic injuries. Gamification increased engagement. Flipping the classroom allowed learners to obtain deeper knowledge in one specific diagnosis while learning collectively from the knowledge of an entire cohort. TOPICS: Extremity bony trauma, dislocations/subluxations, tendon injuries, ligamentous injuries. Department of Emergency Medicine, University of California, Irvine School of Medicine 2020-01-15 /pmc/articles/PMC10332538/ /pubmed/37465601 http://dx.doi.org/10.21980/J8F06W Text en © 2020 Sudario, 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 Small Group Learning
Sudario, Gabriel
Hana, Gina
Fracture Detectives: A Fracture Review Match Game
title Fracture Detectives: A Fracture Review Match Game
title_full Fracture Detectives: A Fracture Review Match Game
title_fullStr Fracture Detectives: A Fracture Review Match Game
title_full_unstemmed Fracture Detectives: A Fracture Review Match Game
title_short Fracture Detectives: A Fracture Review Match Game
title_sort fracture detectives: a fracture review match game
topic Small Group Learning
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10332538/
https://www.ncbi.nlm.nih.gov/pubmed/37465601
http://dx.doi.org/10.21980/J8F06W
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