| Literature DB >> 30370069 |
Colin A Depp1, Alex Howland2, Jill Dumbauld1, John Fontanesi1, David Firestein1, Gary S Firestein1.
Abstract
Educational tools for application of team science competencies in clinical research are needed. Our interdisciplinary group developed and evaluated acceptability of a virtual world game-based learning tool simulating a multisite clinical trial; performance hinges on effective intrateam communication. Initial implementation with clinical research trainees (n=40) indicates high satisfaction and perceived relevance to team science and research career goals. Game-based learning may play an important role in team science training.Entities:
Keywords: Education; game-based learning; online learning; research training; team science
Year: 2018 PMID: 30370069 PMCID: PMC6199551 DOI: 10.1017/cts.2018.8
Source DB: PubMed Journal: J Clin Transl Sci ISSN: 2059-8661
Fig. 1Screenshots of team roles. From top left: Recruiter, Screener, Coordinator, Principal Investigator. At the top of each screen, time remaining, budget, and enrollment metrics are displayed.
Fig. 2Screenshot of the debrief room. After completion of the game, team performance metrics are displayed and discussed in comparison with other teams.
Scholar evaluation data (n=19)
| Overall satisfaction [mean (SD)] | Usefulness in understanding topic [mean (SD)] | Usefulness in research career [mean (SD)] | Positive aspects | Suggested improvements | Potential uses |
|---|---|---|---|---|---|
| 8.8 (1.6) | 8.1 (1.8) | 7.8 (1.7) | “Team dynamics in game”; “Great tool to demonstrate team science”; “Fun, engaging, and novel” “Allowed us to perform activities that we would normally perform in a research team” | “Difficult to understand roles initially”; “More initial practice”; “Screening role controls did not seem user friendly” | “Use in Project management meetings”; “Use with new research team to set stage for discussion” |