Literature DB >> 25454955

Validity evidence for Surgical Improvement of Clinical Knowledge Ops: a novel gaming platform to assess surgical decision making.

Dana T Lin1, Julia Park2, Cara A Liebert2, James N Lau2.   

Abstract

BACKGROUND: Current surgical education curricula focus mainly on the acquisition of technical skill rather than clinical and operative judgment. SICKO (Surgical Improvement of Clinical Knowledge Ops) is a novel gaming platform developed to address this critical need. A pilot study was performed to collect validity evidence for SICKO as an assessment for surgical decision making.
METHODS: Forty-nine subjects stratified into 4 levels of expertise were recruited to play SICKO. Later, players were surveyed regarding the realism of the gaming platform as well as the clinical competencies required of them while playing SICKO.
RESULTS: Each group of increasing expertise outperformed the less experienced groups. Mean total game scores for the novice, junior resident, senior resident, and expert groups were 5,461, 8,519, 11,404, and 13,913, respectively (P = .001). Survey results revealed high scores for realism and content.
CONCLUSIONS: SICKO holds the potential to be not only an engaging and immersive educational tool, but also a valid assessment in the armamentarium of surgical educators. Published by Elsevier Inc.

Keywords:  Assessments; Gamification; Surgical decision making; Surgical education

Mesh:

Year:  2014        PMID: 25454955     DOI: 10.1016/j.amjsurg.2014.08.033

Source DB:  PubMed          Journal:  Am J Surg        ISSN: 0002-9610            Impact factor:   2.565


  8 in total

1.  Surgical Jeopardy: Play to Learn.

Authors:  Kevin J Hancock; V Suzanne Klimberg; Taylor P Williams; Douglas S Tyler; Ravi Radhakrishnan; Sifrance Tran
Journal:  J Surg Res       Date:  2020-08-17       Impact factor: 2.192

Review 2.  Evaluation of Surgical Improvement of Clinical Knowledge Ops (SICKO), an Interactive Training Platform.

Authors:  Daniel R Nemirovsky; Andrew J Garcia; Puneet Gupta; Ezra Shoen; Naval Walia
Journal:  J Digit Imaging       Date:  2021-07-09       Impact factor: 4.903

Review 3.  Gaming science innovations to integrate health systems science into medical education and practice.

Authors:  Earla J White; Joy H Lewis; Lise McCoy
Journal:  Adv Med Educ Pract       Date:  2018-05-31

Review 4.  Gamification in otolaryngology: A narrative review.

Authors:  Zack K Westenhaver; Robert E Africa; René E Zimmerer; Brian J McKinnon
Journal:  Laryngoscope Investig Otolaryngol       Date:  2021-11-29

5.  A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification.

Authors:  Shengen Piao; Jaewoo Joo
Journal:  Behav Sci (Basel)       Date:  2022-02-07

6.  A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment.

Authors:  Pierre Pasquier; Stéphane Mérat; Brice Malgras; Ludovic Petit; Xavier Queran; Christian Bay; Mathieu Boutonnet; Patrick Jault; Sylvain Ausset; Yves Auroy; Jean Paul Perez; Antoine Tesnière; François Pons; Alexandre Mignon
Journal:  JMIR Serious Games       Date:  2016-05-18       Impact factor: 4.143

7.  Applying integrated video assisted learning approaches for medical clerkship - potential adaptations in the post-COVID-19 era.

Authors:  Ahmed Yaqinuddin; Junaid Kashir; Wael AlKattan; Khaled AlKattan
Journal:  J Med Educ Curric Dev       Date:  2020-10-26

8.  Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.

Authors:  Juan J López-Jiménez; José L Fernández-Alemán; José A García-Berná; Laura López González; Ofelia González Sequeros; Joaquín Nicolás Ros; Juan M Carrillo de Gea; Ali Idri; Ambrosio Toval
Journal:  Int J Environ Res Public Health       Date:  2021-12-15       Impact factor: 3.390

  8 in total

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