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Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game

Introduction Serious gaming has become popular in healthcare education as an engaging way to train learners. When coronavirus disease 2019 (COVID-19) forced the cancellation of in-person simulation sessions, we designed a serious game to deliver content in an interactive format with no out-of-pocket...

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Autores principales: Donovan, Colleen M, Cooper, Alexandria, Kim, Sarang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Cureus 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8494055/
https://www.ncbi.nlm.nih.gov/pubmed/34659959
http://dx.doi.org/10.7759/cureus.17746
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author Donovan, Colleen M
Cooper, Alexandria
Kim, Sarang
author_facet Donovan, Colleen M
Cooper, Alexandria
Kim, Sarang
author_sort Donovan, Colleen M
collection PubMed
description Introduction Serious gaming has become popular in healthcare education as an engaging way to train learners. When coronavirus disease 2019 (COVID-19) forced the cancellation of in-person simulation sessions, we designed a serious game to deliver content in an interactive format with no out-of-pocket expense. We describe the design process and game reception so that others may replicate it. Methods We designed an online game using Choose-Your-Own-Adventure (CYOA) and Escape Room concepts. Using online survey software, we presented an interactive story based on an existing simulation scenario and included interactive puzzles as roadblocks to scenario progression. Each puzzle represented a critical care concept, and many contained hyperlinks to prior basic science lecture material to reinforce learning. A post-game survey assessed students’ experience. Results All (N=88) students enrolled in a scheduled simulation session participated in the game, and 75% (66/88) responded to a post-participation survey. All respondents (100%) were able to complete the game. The majority (57.6%) completed the game in 30 minutes to 1 hour. Most students strongly agreed or agreed that the game enhanced their understanding of critical care concepts (93.9-97.0%), and that they were interested in doing more CYOA games (90.9%). Conclusion The game was well-received, delivered critical care content, and challenged students to apply basic science principles to medical decision-making from the safety of their own homes. The game was self-guided, requiring minimal active facilitator involvement. We plan to expand the use of the game to other settings and explore its use in formative/summative assessment and remediation.
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spelling pubmed-84940552021-10-14 Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game Donovan, Colleen M Cooper, Alexandria Kim, Sarang Cureus Medical Education Introduction Serious gaming has become popular in healthcare education as an engaging way to train learners. When coronavirus disease 2019 (COVID-19) forced the cancellation of in-person simulation sessions, we designed a serious game to deliver content in an interactive format with no out-of-pocket expense. We describe the design process and game reception so that others may replicate it. Methods We designed an online game using Choose-Your-Own-Adventure (CYOA) and Escape Room concepts. Using online survey software, we presented an interactive story based on an existing simulation scenario and included interactive puzzles as roadblocks to scenario progression. Each puzzle represented a critical care concept, and many contained hyperlinks to prior basic science lecture material to reinforce learning. A post-game survey assessed students’ experience. Results All (N=88) students enrolled in a scheduled simulation session participated in the game, and 75% (66/88) responded to a post-participation survey. All respondents (100%) were able to complete the game. The majority (57.6%) completed the game in 30 minutes to 1 hour. Most students strongly agreed or agreed that the game enhanced their understanding of critical care concepts (93.9-97.0%), and that they were interested in doing more CYOA games (90.9%). Conclusion The game was well-received, delivered critical care content, and challenged students to apply basic science principles to medical decision-making from the safety of their own homes. The game was self-guided, requiring minimal active facilitator involvement. We plan to expand the use of the game to other settings and explore its use in formative/summative assessment and remediation. Cureus 2021-09-05 /pmc/articles/PMC8494055/ /pubmed/34659959 http://dx.doi.org/10.7759/cureus.17746 Text en Copyright © 2021, Donovan et al. https://creativecommons.org/licenses/by/3.0/This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Medical Education
Donovan, Colleen M
Cooper, Alexandria
Kim, Sarang
Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title_full Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title_fullStr Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title_full_unstemmed Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title_short Ready Patient One: How to Turn an In-Person Critical Care Simulation Scenario Into an Online Serious Game
title_sort ready patient one: how to turn an in-person critical care simulation scenario into an online serious game
topic Medical Education
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8494055/
https://www.ncbi.nlm.nih.gov/pubmed/34659959
http://dx.doi.org/10.7759/cureus.17746
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