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Two-Screen Virtual Board Game Didactic for Teaching Wilderness and Environmental Medicine Topics to Emergency Medicine Residents

AUDIENCE: This game is appropriate for medical students, interns, junior and senior residents INTRODUCTION: The COVID-19 pandemic has forced a transition from in-person to virtual learning, and educators must innovate and adapt to keep learners engaged. One way to achieve this is through gamificatio...

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Detalles Bibliográficos
Autores principales: Briggs, Amy L, Katzer, Robert, Gonzalez, Isabel Algaze, Boysen-Osborn, Megan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Department of Emergency Medicine, University of California, Irvine School of Medicine 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10332738/
https://www.ncbi.nlm.nih.gov/pubmed/37465264
http://dx.doi.org/10.21980/J8J343
Descripción
Sumario:AUDIENCE: This game is appropriate for medical students, interns, junior and senior residents INTRODUCTION: The COVID-19 pandemic has forced a transition from in-person to virtual learning, and educators must innovate and adapt to keep learners engaged. One way to achieve this is through gamification.1 The authors employed a novel approach to gamification of virtual learning which engaged not only learners’ computers but also their mobile phones. Learners worked in teams communicating by text message to answer ABEM board-style questions and occupy sites on the virtual board. EDUCATIONAL OBJECTIVES: By the end of this didactic, the learner will: 1. Describe the basics of the presentation of each topic listed above; 2. Recall the basics of management of each topic listed above; 3. Improve learners’ preparedness for the Emergency Medicine Inservice Exam and Written Board Examination. EDUCATIONAL METHODS: Wilderness and environmental medicine topics were selected from the list of topics covered on the ABEM boards. Questions were then written by the authors teaching these concepts. RESEARCH METHODS: Learners were surveyed immediately following the session using an evaluation tool containing both Likert-scale questions on quality and applicability as well as open-ended questions on strengths and areas for improvement. The response rate to this survey was 100%. RESULTS: Feedback was overwhelmingly positive, with 19/20 respondents rating the sessions 5/5 for effectiveness and value of teaching compared with other sessions, and 1/20 rating the session 4/5. Nineteen out of twenty respondents rated the content as “highly relevant”; 1/20 rated it as “mostly relevant.” Nineteen out of twenty respondents rated the session 5/5 for being engaging and holding their attention; 1/20 rated it as somewhat engaging. DISCUSSION: Learners rated the session as highly relevant and engaging. We hypothesize that by engaging two screens and forcing learners to work together by text message, we were able to turn what would normally be a distraction (texting co-residents during resident conference) into a tool for learning. TOPICS: Electrical injury, lightning strike, thermal burns, inhalational injury, chemical burns, acute radiation syndrome, snake bites, scorpion envenomation, stingray envenomation, jellyfish stings, black widow spider bites, mammalian bites, rabies, murine typhus, bear encounters, decompression sickness, arterial gas embolism, drowning, dehydration, heat stroke, exercise-associated hyponatremia, frostbite, hypothermia, CO poisoning, hydrogen sulfide poisoning, giardia.