Abstract

BackgroundAlthough gamification increases user engagement, its effectiveness in point-of-care ultrasonographic training has yet to be fully established. This study was conducted with the primary outcome of evaluating its effectiveness in point-of-care ultrasonographic training as compared to conventional approach.MethodsParticipants consisting of junior doctors were randomized into either the (1) gamified or the (2) conventional educational approach for ultrasonographic training.ResultsA total of 31 junior doctors participated in this study (16 participants in gamified arm, 15 in the conventional arm after one participant from the conventional arm dropped out due to work commitment). Two-way mixed ANOVA test showed that there was no statistically significant interaction between the types of educational approach and time of testing (pre-test, post-test, 2 months post-training) for both theoretical knowledge score and practical skills score, with F(2, 58) = 39.6, p < 0.001, partial η2 = 0.4 and F(2, 58) = 3.06, p = 0.06, partial η2 = 0.095, respectively. For theoretical knowledge score, pairwise comparisons showed that the mean 2 months post-training scores (20.28 +/− 0.70, 95% CI 18.87–21.69) and mean post-test scores (20.27 +/− 0.65, 95% CI 18.94–21.60) were better than the pre-test scores (12.99 +/− 0.50, 95% CI 11.97–14.00) with p-values < 0.001 for both comparisons respectively. Similarly, for practical skill score, pairwise comparisons showed that the mean 2 months post-training scores (20.28 +/− 0.70, 95% CI 18.87–21.69) and mean post-test scores (20.27 +/− 0.65, 95% CI 18.94–21.60) were also better than the pre-test scores (12.99 +/− 0.50, 95% CI 11.97–14.00) with p-values < 0.001 for both comparisons respectively. Participants in the gamification arm generally perceived the various game elements and game mechanics as useful in contributing and motivating them to learn ultrasonography.ConclusionsGamification approach could be an effective alternative to conventional approach in point-of-care ultrasonographic training.

Highlights

  • Gamification increases user engagement, its effectiveness in point-of-care ultrasonographic training has yet to be fully established

  • Study design and setting This study was a randomized trial conducted in the Emergency and Trauma Department (ETD) of Sarawak General Hospital (SGH), Malaysia to compare the gamification approach versus the conventional approach for Point-of-care ultrasound (POCUS) training using the Rapid Ultrasound for Shock and Hypotension (RUSH) protocol

  • Fourteen participants were recruited from the Internal Medicine Department of SGH, 13 participants came from the ETD SGH and another 5 participants were from the Sarawak Heart Center

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Summary

Introduction

Gamification increases user engagement, its effectiveness in point-of-care ultrasonographic training has yet to be fully established. Point-of-care ultrasound (POCUS) is a vital diagnostic and therapeutic intervention for acute patient care [1]. It is a goal-directed, focused and limited ultrasonographic examination performed at the patient’s bedside to answer specific clinical questions within a reasonable amount of time [2]. Due to its importance and practicality, POCUS training has been incorporated as a core competency in emergency and critical care [1]. It is effective when conducted in a small group setting using video clips and hands-on scanning sessions [4]. The skills acquisition from such trainings are conventionally assessed using manikins, simulated patients or computer simulators [6]

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