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Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study
BACKGROUND: Training prehospital personnel in identifying patients with acute stroke is key to providing rapid treatment. This study aimed to investigate whether game-based digital simulation training is a feasible alternative to standard in-person simulation training. METHODS: Second-year paramedic...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9945669/ https://www.ncbi.nlm.nih.gov/pubmed/36810284 http://dx.doi.org/10.1186/s41077-023-00245-4 |
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author | Harring, Astrid Karina V. Røislien, Jo Larsen, Karianne Guterud, Mona Bugge, Helge Fagerheim Sandset, Else Charlotte Kristensen, Dorte V. Hov, Maren Ranhoff |
author_facet | Harring, Astrid Karina V. Røislien, Jo Larsen, Karianne Guterud, Mona Bugge, Helge Fagerheim Sandset, Else Charlotte Kristensen, Dorte V. Hov, Maren Ranhoff |
author_sort | Harring, Astrid Karina V. |
collection | PubMed |
description | BACKGROUND: Training prehospital personnel in identifying patients with acute stroke is key to providing rapid treatment. This study aimed to investigate whether game-based digital simulation training is a feasible alternative to standard in-person simulation training. METHODS: Second-year paramedic bachelor students at Oslo Metropolitan University in Norway were invited to participate in a study to compare game-based digital simulation (intervention) to standard in-person training (control). For 2 months, students were encouraged to practice the NIHSS, and both groups logged their simulations. Then, they performed a clinical proficiency test, and their results were assessed using a Bland-Altman plot with corresponding 95% limits of agreement (LoA). RESULTS: Fifty students participated in the study. Individuals in the game group (n = 23) spent an average (SD) of 42:36 min (36) on gaming and performed 14.4 (13) simulations on average, whereas the control group (n = 27) spent 9:28 min (8) simulating and performed 2.5 (1) simulations. Comparing time variables collected during the intervention period, the mean time for each simulated assessment was significantly shorter in the game group (2:57 min vs. 3:50 min, p = 0.004). In the final clinical proficiency test, the mean difference from the true NIHSS score was 0.64 (LoA: − 1.38 to 2.67) in the game group and 0.69 (LoA: − 1.65 to 3.02) in the control group. CONCLUSION: Game-based digital simulation training is a feasible alternative to standard in-person simulation training to acquire competence in NIHSS assessment. Gamification seemed to give an incentive to simulate considerably more and to perform the assessment faster, with equal accuracy. TRIAL REGISTRATION: The study was approved by the Norwegian Centre for Research Data (reference no. 543238). |
format | Online Article Text |
id | pubmed-9945669 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-99456692023-02-23 Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study Harring, Astrid Karina V. Røislien, Jo Larsen, Karianne Guterud, Mona Bugge, Helge Fagerheim Sandset, Else Charlotte Kristensen, Dorte V. Hov, Maren Ranhoff Adv Simul (Lond) Research BACKGROUND: Training prehospital personnel in identifying patients with acute stroke is key to providing rapid treatment. This study aimed to investigate whether game-based digital simulation training is a feasible alternative to standard in-person simulation training. METHODS: Second-year paramedic bachelor students at Oslo Metropolitan University in Norway were invited to participate in a study to compare game-based digital simulation (intervention) to standard in-person training (control). For 2 months, students were encouraged to practice the NIHSS, and both groups logged their simulations. Then, they performed a clinical proficiency test, and their results were assessed using a Bland-Altman plot with corresponding 95% limits of agreement (LoA). RESULTS: Fifty students participated in the study. Individuals in the game group (n = 23) spent an average (SD) of 42:36 min (36) on gaming and performed 14.4 (13) simulations on average, whereas the control group (n = 27) spent 9:28 min (8) simulating and performed 2.5 (1) simulations. Comparing time variables collected during the intervention period, the mean time for each simulated assessment was significantly shorter in the game group (2:57 min vs. 3:50 min, p = 0.004). In the final clinical proficiency test, the mean difference from the true NIHSS score was 0.64 (LoA: − 1.38 to 2.67) in the game group and 0.69 (LoA: − 1.65 to 3.02) in the control group. CONCLUSION: Game-based digital simulation training is a feasible alternative to standard in-person simulation training to acquire competence in NIHSS assessment. Gamification seemed to give an incentive to simulate considerably more and to perform the assessment faster, with equal accuracy. TRIAL REGISTRATION: The study was approved by the Norwegian Centre for Research Data (reference no. 543238). BioMed Central 2023-02-22 /pmc/articles/PMC9945669/ /pubmed/36810284 http://dx.doi.org/10.1186/s41077-023-00245-4 Text en © The Author(s) 2023 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 | Research Harring, Astrid Karina V. Røislien, Jo Larsen, Karianne Guterud, Mona Bugge, Helge Fagerheim Sandset, Else Charlotte Kristensen, Dorte V. Hov, Maren Ranhoff Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title | Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title_full | Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title_fullStr | Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title_full_unstemmed | Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title_short | Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study |
title_sort | gamification of the national institutes of health stroke scale (nihss) for simulation training—a feasibility study |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9945669/ https://www.ncbi.nlm.nih.gov/pubmed/36810284 http://dx.doi.org/10.1186/s41077-023-00245-4 |
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