Literature DB >> 33796804

Using Observation to Determine Teachable Moments Within a Serious Game: A GridlockED as Medical Education (GAME) Study.

Gurmun Brar1, Sam Lambert2, Simon Huang3, Rebecca Dang4, Teresa M Chan2.   

Abstract

BACKGROUND: The use of serious games as an educational tool may be an effective strategy to improve knowledge and skill among health care trainees. GridlockED is a serious board game designed to simulate a shift in the emergency department (ED) that incorporates concepts such as prioritization in a multipatient environment and stewardship of finite resources. Serious games can present concepts to learners that are not easily accessible through other teaching methods. GridlockED was designed to demonstrate the principles behind ED flow and how to prioritize in a complex multipatient environment. The objective of this study was to identify teaching points to which learners are exposed while playing the GridlockED game.
METHODS: We conducted a prospective, observational study from May to August 2017. Practicing emergency physicians, residents, and nurses were recruited as participants to play GridlockED. Participants were instructed on how to play the game and then engaged in playing GridlockED, during which their gameplay was video recorded. The videos of the play sessions were qualitatively analyzed using an interpretive description technique. All teaching points explicitly stated by players or implicitly observed by researchers were recorded.
RESULTS: Teaching points were identified in the GridlockED play sessions centered around the concepts of patient prioritization and staff placement. Major themes present in gameplay, as well as deviations from reality and frequent misconceptions about emergency care, were also identified.
CONCLUSION: Observations of experienced ED practitioners reveal that the GridlockED board game creates opportunities for engaging medical learners in systems-level teaching. Our findings will help create the basis for future education modules, but further study is required to ensure that junior trainees actually learn when playing the game.
© 2020 by the Society for Academic Emergency Medicine.

Entities:  

Year:  2020        PMID: 33796804      PMCID: PMC7995925          DOI: 10.1002/aet2.10456

Source DB:  PubMed          Journal:  AEM Educ Train        ISSN: 2472-5390


  15 in total

Review 1.  A Systematic Review of Serious Games in Training Health Care Professionals.

Authors:  Ryan Wang; Samuel DeMaria; Andrew Goldberg; Daniel Katz
Journal:  Simul Healthc       Date:  2016-02       Impact factor: 1.929

2.  Simulation Faculty Development: A Tiered Approach.

Authors:  Dawn Taylor Peterson; Penni I Watts; Chad A Epps; Marjorie Lee White
Journal:  Simul Healthc       Date:  2017-08       Impact factor: 1.929

Review 3.  Systematic review of serious games for medical education and surgical skills training.

Authors:  M Graafland; J M Schraagen; M P Schijven
Journal:  Br J Surg       Date:  2012-10       Impact factor: 6.939

4.  Establishing a safe container for learning in simulation: the role of the presimulation briefing.

Authors:  Jenny W Rudolph; Daniel B Raemer; Robert Simon
Journal:  Simul Healthc       Date:  2014-12       Impact factor: 1.929

5.  Serious gaming technology in major incident triage training: a pragmatic controlled trial.

Authors:  James F Knight; Simon Carley; Bryan Tregunna; Steve Jarvis; Richard Smithies; Sara de Freitas; Ian Dunwell; Kevin Mackway-Jones
Journal:  Resuscitation       Date:  2010-09       Impact factor: 5.262

6.  Creating GridlockED: A Serious Game for Teaching About Multipatient Environments.

Authors:  Daniel Tsoy; Paula Sneath; Josh Rempel; Simon Huang; Nicole Bodnariuc; Mathew Mercuri; Alim Pardhan; Teresa M Chan
Journal:  Acad Med       Date:  2019-01       Impact factor: 6.893

7.  Managing Multiplicity: Conceptualizing Physician Cognition in Multipatient Environments.

Authors:  Teresa M Chan; Mathew Mercuri; Kenneth Van Dewark; Jonathan Sherbino; Alan Schwartz; Geoff Norman; Matthew Lineberry
Journal:  Acad Med       Date:  2018-05       Impact factor: 6.893

8.  A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.

Authors:  Pamela M Kato; Steve W Cole; Andrew S Bradlyn; Brad H Pollock
Journal:  Pediatrics       Date:  2008-08       Impact factor: 7.124

9.  Coaching for Chaos: A Qualitative Study of Instructional Methods for Multipatient Management in the Emergency Department.

Authors:  Teresa M Chan; Kenneth Van Dewark; Jonathan Sherbino; Matthew Lineberry
Journal:  AEM Educ Train       Date:  2018-12-28

10.  Failure to flow: An exploration of learning and teaching in busy, multi-patient environments using an interpretive description method.

Authors:  Teresa M Chan; Kenneth Van Dewark; Jonathan Sherbino; Alan Schwartz; Geoff Norman; Matthew Lineberry
Journal:  Perspect Med Educ       Date:  2017-12
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  2 in total

Review 1.  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

2.  Feeling the flow with a serious game workshop: GridlockED as Medical Education 2 study (GAME2 study).

Authors:  Stephen J Hale; Sonja Wakeling; Anuja Bhalerao; Janatani Balakumaran; Simon Huang; Shawn Mondoux; J Bruce Blain; Teresa M Chan
Journal:  AEM Educ Train       Date:  2021-03-02
  2 in total

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