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Gamification of graduate medical education in an emergency medicine residency program

OBJECTIVES: Our program implemented East EMWars, a year-long, longitudinal game that added competition to our existing curricular content. We surveyed residents to investigate the impact of gamification in emergency medicine residency training. We hypothesized that residents would report higher leve...

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Autores principales: Gue, Shayne, Ray, Joseph, Ganti, Latha
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Berlin Heidelberg 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9425934/
https://www.ncbi.nlm.nih.gov/pubmed/36042403
http://dx.doi.org/10.1186/s12245-022-00445-1
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author Gue, Shayne
Ray, Joseph
Ganti, Latha
author_facet Gue, Shayne
Ray, Joseph
Ganti, Latha
author_sort Gue, Shayne
collection PubMed
description OBJECTIVES: Our program implemented East EMWars, a year-long, longitudinal game that added competition to our existing curricular content. We surveyed residents to investigate the impact of gamification in emergency medicine residency training. We hypothesized that residents would report higher levels of motivation, engagement, and challenge with gamification compared to traditional didactics. Furthermore, we hypothesized that residents would exhibit generally positive perceptions about gamification as a learning tool and that it would translate to improved performance on the annual in-training examination. METHODS: This was a single-center, prospective pre- and post-intervention survey study at a community-based emergency medicine residency program. Given the multiplicity of research questions and inherent nature of educational research, a mixed methods approach was utilized. We utilized nonparametric testing for quantitative data with paired responses pre- and post-intervention. We solicited comments on the post-intervention that were categorized under thematic approach and presented in complete and unedited form in the results. RESULTS: Eighteen (100%) of eligible residents in our program participated in both surveys. There were statistically significant increases in reported levels of motivation, engagement, and challenge with gamification compared to traditional didactic methods. Residents also reported overwhelmingly positive general perceptions about gamification and its broader generalizability and applicability. We did not reach statistical significance in determining if in-training exam scores were associated with our gamification initiative. CONCLUSIONS: This study was a first-of-its-kind look into a longitudinal game in an emergency medicine residency program. Although our results are encouraging, medical educators need further research to determine if this increase in motivation, engagement, and challenge will be associated with an increase in examination scores or, more importantly, healthcare outcomes. Theory-based, broader-scale, prospective studies are needed to further explore and help establish these associations and outcomes. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12245-022-00445-1.
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spelling pubmed-94259342022-08-31 Gamification of graduate medical education in an emergency medicine residency program Gue, Shayne Ray, Joseph Ganti, Latha Int J Emerg Med Educational Advances in Emergency Medicine OBJECTIVES: Our program implemented East EMWars, a year-long, longitudinal game that added competition to our existing curricular content. We surveyed residents to investigate the impact of gamification in emergency medicine residency training. We hypothesized that residents would report higher levels of motivation, engagement, and challenge with gamification compared to traditional didactics. Furthermore, we hypothesized that residents would exhibit generally positive perceptions about gamification as a learning tool and that it would translate to improved performance on the annual in-training examination. METHODS: This was a single-center, prospective pre- and post-intervention survey study at a community-based emergency medicine residency program. Given the multiplicity of research questions and inherent nature of educational research, a mixed methods approach was utilized. We utilized nonparametric testing for quantitative data with paired responses pre- and post-intervention. We solicited comments on the post-intervention that were categorized under thematic approach and presented in complete and unedited form in the results. RESULTS: Eighteen (100%) of eligible residents in our program participated in both surveys. There were statistically significant increases in reported levels of motivation, engagement, and challenge with gamification compared to traditional didactic methods. Residents also reported overwhelmingly positive general perceptions about gamification and its broader generalizability and applicability. We did not reach statistical significance in determining if in-training exam scores were associated with our gamification initiative. CONCLUSIONS: This study was a first-of-its-kind look into a longitudinal game in an emergency medicine residency program. Although our results are encouraging, medical educators need further research to determine if this increase in motivation, engagement, and challenge will be associated with an increase in examination scores or, more importantly, healthcare outcomes. Theory-based, broader-scale, prospective studies are needed to further explore and help establish these associations and outcomes. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12245-022-00445-1. Springer Berlin Heidelberg 2022-08-30 /pmc/articles/PMC9425934/ /pubmed/36042403 http://dx.doi.org/10.1186/s12245-022-00445-1 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/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/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://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 Educational Advances in Emergency Medicine
Gue, Shayne
Ray, Joseph
Ganti, Latha
Gamification of graduate medical education in an emergency medicine residency program
title Gamification of graduate medical education in an emergency medicine residency program
title_full Gamification of graduate medical education in an emergency medicine residency program
title_fullStr Gamification of graduate medical education in an emergency medicine residency program
title_full_unstemmed Gamification of graduate medical education in an emergency medicine residency program
title_short Gamification of graduate medical education in an emergency medicine residency program
title_sort gamification of graduate medical education in an emergency medicine residency program
topic Educational Advances in Emergency Medicine
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9425934/
https://www.ncbi.nlm.nih.gov/pubmed/36042403
http://dx.doi.org/10.1186/s12245-022-00445-1
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