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Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up

BACKGROUND: Patients presenting with acute shortness of breath and chest pain should be managed according to guideline recommendations. Serious games can be used to train clinical reasoning. However, only few studies have used outcomes beyond student satisfaction, and most of the published evidence...

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Autores principales: Raupach, Tobias, de Temple, Insa, Middeke, Angélina, Anders, Sven, Morton, Caroline, Schuelper, Nikolai
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8008024/
https://www.ncbi.nlm.nih.gov/pubmed/33785000
http://dx.doi.org/10.1186/s12909-021-02591-1
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author Raupach, Tobias
de Temple, Insa
Middeke, Angélina
Anders, Sven
Morton, Caroline
Schuelper, Nikolai
author_facet Raupach, Tobias
de Temple, Insa
Middeke, Angélina
Anders, Sven
Morton, Caroline
Schuelper, Nikolai
author_sort Raupach, Tobias
collection PubMed
description BACKGROUND: Patients presenting with acute shortness of breath and chest pain should be managed according to guideline recommendations. Serious games can be used to train clinical reasoning. However, only few studies have used outcomes beyond student satisfaction, and most of the published evidence is based on short-term follow-up. This study investigated the effectiveness of a digital simulation of an emergency ward regarding appropriate clinical decision-making. METHODS: In this prospective trial that ran from summer 2017 to winter 2018/19 at Göttingen Medical University Centre, a total of 178 students enrolled in either the fourth or the fifth year of undergraduate medical education took six 90-min sessions of playing a serious game (‘training phase’) in which they managed virtual patients presenting with various conditions. Learning outcome was assessed by analysing log-files of in-game activity (including choice of diagnostic methods, differential diagnosis and treatment initiation) with regard to history taking and patient management in three virtual patient cases: Non-ST segment elevation myocardial infarction (NSTEMI), pulmonary embolism (PE) and hypertensive crisis. Fourth-year students were followed up for 1.5 years, and their final performance was compared to the performance of students who had never been exposed to the game but had otherwise taken the same five-year undergraduate course. RESULTS: During the training phase, overall performance scores increased from 57.6 ± 1.1% to 65.5 ± 1.2% (p < 0.001; effect size 0.656). Performance remained stable over 1.5 years, and the final assessment revealed a strong impact of ever-exposure to the game on management scores (72.6 ± 1.2% vs. 63.5 ± 2.1%, p < 0.001; effect size 0.811). Pre-exposed students were more than twice as likely to correctly diagnose NSTEMI and PE and showed significantly greater adherence to guideline recommendations (e.g., troponin measurement and D-dimer testing in suspected PE). CONCLUSIONS: The considerable difference observed between previously exposed and unexposed students suggests a long-term effect of using the game although retention of specific virtual patient cases rather than general principles might partially account for this effect. Thus, the game may foster the implementation of guideline recommendations. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-021-02591-1.
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spelling pubmed-80080242021-03-30 Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up Raupach, Tobias de Temple, Insa Middeke, Angélina Anders, Sven Morton, Caroline Schuelper, Nikolai BMC Med Educ Research Article BACKGROUND: Patients presenting with acute shortness of breath and chest pain should be managed according to guideline recommendations. Serious games can be used to train clinical reasoning. However, only few studies have used outcomes beyond student satisfaction, and most of the published evidence is based on short-term follow-up. This study investigated the effectiveness of a digital simulation of an emergency ward regarding appropriate clinical decision-making. METHODS: In this prospective trial that ran from summer 2017 to winter 2018/19 at Göttingen Medical University Centre, a total of 178 students enrolled in either the fourth or the fifth year of undergraduate medical education took six 90-min sessions of playing a serious game (‘training phase’) in which they managed virtual patients presenting with various conditions. Learning outcome was assessed by analysing log-files of in-game activity (including choice of diagnostic methods, differential diagnosis and treatment initiation) with regard to history taking and patient management in three virtual patient cases: Non-ST segment elevation myocardial infarction (NSTEMI), pulmonary embolism (PE) and hypertensive crisis. Fourth-year students were followed up for 1.5 years, and their final performance was compared to the performance of students who had never been exposed to the game but had otherwise taken the same five-year undergraduate course. RESULTS: During the training phase, overall performance scores increased from 57.6 ± 1.1% to 65.5 ± 1.2% (p < 0.001; effect size 0.656). Performance remained stable over 1.5 years, and the final assessment revealed a strong impact of ever-exposure to the game on management scores (72.6 ± 1.2% vs. 63.5 ± 2.1%, p < 0.001; effect size 0.811). Pre-exposed students were more than twice as likely to correctly diagnose NSTEMI and PE and showed significantly greater adherence to guideline recommendations (e.g., troponin measurement and D-dimer testing in suspected PE). CONCLUSIONS: The considerable difference observed between previously exposed and unexposed students suggests a long-term effect of using the game although retention of specific virtual patient cases rather than general principles might partially account for this effect. Thus, the game may foster the implementation of guideline recommendations. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-021-02591-1. BioMed Central 2021-03-30 /pmc/articles/PMC8008024/ /pubmed/33785000 http://dx.doi.org/10.1186/s12909-021-02591-1 Text en © The Author(s) 2021 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research Article
Raupach, Tobias
de Temple, Insa
Middeke, Angélina
Anders, Sven
Morton, Caroline
Schuelper, Nikolai
Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title_full Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title_fullStr Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title_full_unstemmed Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title_short Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
title_sort effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8008024/
https://www.ncbi.nlm.nih.gov/pubmed/33785000
http://dx.doi.org/10.1186/s12909-021-02591-1
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