Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department. (August 2020)
- Record Type:
- Journal Article
- Title:
- Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department. (August 2020)
- Main Title:
- Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department
- Authors:
- Luu, Cindy
Talbot, Thomas B.
Fung, Cha Chi
Ben-Isaac, Eyal
Espinoza, Juan
Fischer, Susan
Cho, Christine S.
Sargsyan, Mariam
Korand, Sridevi
Chang, Todd P. - Abstract:
- Objective .Multi-patient care is important among medical trainees in anemergency department (ED). While resident efficiency is a typically measured metric, multi-patient care involves both efficiency and diagnostic / treatment accuracy.Multi-patient care ability is difficult to assess, though simulation is a potential alternative. Our objective was to generate validity evidence for a serious game in assessingmulti-patient care skills among a variety of learners. Methods . This was a cross-sectional validation study using a digital serious game VitalSigns TM simulatingmulti-patient care within apediatric ED . Subjects completed 5 virtual "shifts, " triaging, stabilizing, and discharging or admitting patients within a fixed time period; patients arrived at cascading intervals with pre-programmed deterioration if neglected. Predictor variables included genericmulti-tasking ability, video game experience, medical knowledge, and clinical efficiency with real patients. Outcome metrics in 3 domains measured diagnostic accuracy (i.e. critical orders, diagnoses), efficiency (i.e. number of patients, time-to-order) and critical thinking (number of differential diagnoses); MANOVA determined differences between novice learners and expected expert physicians. Spearman Rank correlation determined associations between levels of expertise. Results . Ninety-five subjects' gameplays were analyzed. Diagnostic accuracy and efficiency distinguished skill level between residency trainedObjective .Multi-patient care is important among medical trainees in anemergency department (ED). While resident efficiency is a typically measured metric, multi-patient care involves both efficiency and diagnostic / treatment accuracy.Multi-patient care ability is difficult to assess, though simulation is a potential alternative. Our objective was to generate validity evidence for a serious game in assessingmulti-patient care skills among a variety of learners. Methods . This was a cross-sectional validation study using a digital serious game VitalSigns TM simulatingmulti-patient care within apediatric ED . Subjects completed 5 virtual "shifts, " triaging, stabilizing, and discharging or admitting patients within a fixed time period; patients arrived at cascading intervals with pre-programmed deterioration if neglected. Predictor variables included genericmulti-tasking ability, video game experience, medical knowledge, and clinical efficiency with real patients. Outcome metrics in 3 domains measured diagnostic accuracy (i.e. critical orders, diagnoses), efficiency (i.e. number of patients, time-to-order) and critical thinking (number of differential diagnoses); MANOVA determined differences between novice learners and expected expert physicians. Spearman Rank correlation determined associations between levels of expertise. Results . Ninety-five subjects' gameplays were analyzed. Diagnostic accuracy and efficiency distinguished skill level between residency trained (residents, fellows and attendings) and pre-residency trained (medical students and undergraduate) subjects, particularly for critical orders, patients seen, and correct diagnoses (p < 0.003). There were moderate to strong correlations between the game's diagnostic accuracy and efficiency metrics compared to level of training, including patients seen (rho = 0.47, p < 0.001); critical orders (rho = 0.80, p < 0.001); time-to-order (rho = −0.24, p = 0.025); and correct diagnoses (rho = 0.69, p < 0.001). Video game experience also correlated with patients seen (rho = 0.24, p = 0.003). Conclusion . A digital serious game depicting a busy virtualED can distinguish between expected experts inmulti-patient care at the pre- vs. post-residency level. Further study can focus on whether the game appropriately assesses skill acquisition during residency. … (more)
- Is Part Of:
- Simulation & gaming. Volume 51:Number 4(2020)
- Journal:
- Simulation & gaming
- Issue:
- Volume 51:Number 4(2020)
- Issue Display:
- Volume 51, Issue 4 (2020)
- Year:
- 2020
- Volume:
- 51
- Issue:
- 4
- Issue Sort Value:
- 2020-0051-0004-0000
- Page Start:
- 550
- Page End:
- 570
- Publication Date:
- 2020-08
- Subjects:
- emergency department -- healthcare -- multi-patient care -- multi-tasking -- pediatrics -- serious game
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878120904984 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
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- Available online (eLD content is only available in our Reading Rooms) ↗
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- 13523.xml