@Article{信息:doi 10.2196 / / jmir。3667,作者=“Nicolaidou, Iolie和Antoniades, Athos和Constantinou, Riana和Marangos, Charis和Kyriacou, Efthyvoulos和Bamidis, Panagiotis和Dafli, Eleni和Pattichis, Constantinos S”,标题=“医疗培训中的虚拟急诊远程医疗严肃游戏:定量,专业反馈-信息评估研究”,期刊=“J医学互联网研究”,年=“2015”,月=“Jun”,日=“17”,卷=“17”,数=“6”,页=“e150”,关键词=“远程医疗;紧急远程医疗;严肃游戏;虚拟病人;医学教育;专业的反馈-知情评估;背景:在医学教育中涉及虚拟病人的严肃游戏可以提供一个可控的环境,玩家可以在其中以一种吸引人的方式学习,同时避免与真实病人相关的风险。此外,严肃游戏与医学生偏爱的学习风格一致。虚拟紧急远程医疗(VETM)游戏是一款基于模拟的游戏,是与mEducator最佳实践网络合作开发的,以响应将严肃游戏融入医学教育和培训的呼吁。 The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. Objective: The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: ``What are professionals' perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?'' Methods: The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Results: Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users' perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6{\%}). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them. Conclusions: Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals' input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants' problem-solving skills in treating a patient's symptoms in an emergency situation. ", issn="1438-8871", doi="10.2196/jmir.3667", url="//www.mybigtv.com/2015/6/e150/", url="https://doi.org/10.2196/jmir.3667", url="http://www.ncbi.nlm.nih.gov/pubmed/26084866" }
Baidu
map