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A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial
BACKGROUND: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. OBJECTIVE: In this study, we aimed to gain insight into whether the serious game,...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6229519/ https://www.ncbi.nlm.nih.gov/pubmed/30368436 http://dx.doi.org/10.2196/games.9886 |
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author | Buijs-Spanjers, Kiki R Hegge, Harianne HM Jansen, Carolien J Hoogendoorn, Evert de Rooij, Sophia E |
author_facet | Buijs-Spanjers, Kiki R Hegge, Harianne HM Jansen, Carolien J Hoogendoorn, Evert de Rooij, Sophia E |
author_sort | Buijs-Spanjers, Kiki R |
collection | PubMed |
description | BACKGROUND: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. OBJECTIVE: In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention. METHODS: We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen. The Game group of this study played Delirium Experience. The Control D group watched a video with explanations on delirium and a patient’s experience of delirious episodes. The Control A group watched a video on healthy aging. To investigate students’ skills, we used a video of a delirious patient for which students had to give care recommendations and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium. RESULTS: In total, 156 students participated in this study (Game group, n=51; Control D group, n=51; Control A group, n=55). The Game group scored higher with a median (interquartile range) of 6 (4-8) for given recommendations and learning motivation and engagement compared with the Control D (1, 1-4) and A (0, 0-3) groups (P<.001). Furthermore, the Game group scored higher (7, 6-8) on self-reported knowledge compared with the Control A group (6, 5-6; P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude toward delirious patients (P=.55). CONCLUSIONS: The serious game, Delirium Experience, is suitable as an educational intervention to teach delirium care to medical students and has added value in addition to a lecture. |
format | Online Article Text |
id | pubmed-6229519 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-62295192018-12-03 A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial Buijs-Spanjers, Kiki R Hegge, Harianne HM Jansen, Carolien J Hoogendoorn, Evert de Rooij, Sophia E JMIR Serious Games Original Paper BACKGROUND: Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. OBJECTIVE: In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention. METHODS: We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen. The Game group of this study played Delirium Experience. The Control D group watched a video with explanations on delirium and a patient’s experience of delirious episodes. The Control A group watched a video on healthy aging. To investigate students’ skills, we used a video of a delirious patient for which students had to give care recommendations and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium. RESULTS: In total, 156 students participated in this study (Game group, n=51; Control D group, n=51; Control A group, n=55). The Game group scored higher with a median (interquartile range) of 6 (4-8) for given recommendations and learning motivation and engagement compared with the Control D (1, 1-4) and A (0, 0-3) groups (P<.001). Furthermore, the Game group scored higher (7, 6-8) on self-reported knowledge compared with the Control A group (6, 5-6; P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude toward delirious patients (P=.55). CONCLUSIONS: The serious game, Delirium Experience, is suitable as an educational intervention to teach delirium care to medical students and has added value in addition to a lecture. JMIR Publications 2018-10-26 /pmc/articles/PMC6229519/ /pubmed/30368436 http://dx.doi.org/10.2196/games.9886 Text en ©Kiki R Buijs-Spanjers, Harianne HM Hegge, Carolien J Jansen, Evert Hoogendoorn, Sophia E de Rooij. Originally published in JMIR Serious Games (http://games.jmir.org), 26.10.2018. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Buijs-Spanjers, Kiki R Hegge, Harianne HM Jansen, Carolien J Hoogendoorn, Evert de Rooij, Sophia E A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title | A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title_full | A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title_fullStr | A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title_full_unstemmed | A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title_short | A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial |
title_sort | web-based serious game on delirium as an educational intervention for medical students: randomized controlled trial |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6229519/ https://www.ncbi.nlm.nih.gov/pubmed/30368436 http://dx.doi.org/10.2196/games.9886 |
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