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  • 标题:Use of web-based game in neonatal resuscitation - is it effective?
  • 本地全文:下载
  • 作者:Cheo Lian Yeo ; Selina Kah Ying Ho ; Vina Canlas Tagamolila
  • 期刊名称:BMC Medical Education
  • 印刷版ISSN:1472-6920
  • 出版年度:2020
  • 卷号:20
  • 期号:1
  • 页码:1-11
  • DOI:10.1186/s12909-020-02078-5
  • 出版社:BioMed Central
  • 摘要:Knowledge and skills decline within months post simulation-based training in neonatal resuscitation. To empower ‘Millennial’ learners to take control of their own learning, a single-player, unguided web-based Neonatal Resuscitation Game was designed. The present study investigates the effectiveness of the game on retention of resuscitation knowledge and skills. The study evaluated 162 healthcare professionals who attended simulation-based training in neonatal resuscitation. Following standard simulation-based training, participants were assigned to either a gaming group (Gamers) with access to the web-based Neonatal Resuscitation Game or a control group (Controls) with no access to the game. Although Gamers were given access, game utilization was completely voluntary and at will. Some Gamers chose to utilize the web-based game (Players) and others did not (Non-players). Knowledge and skills in neonatal resuscitation were assessed upon completion of training and 6 months post-training using a multiple-choice question test and a manikin-based skills test. Changes in scores were compared statistically between Gamers vs Controls, Players vs Controls, and Players vs Controls + Non-players using two-sample t-tests. At the final assessment, declines in knowledge scores were seen in all groups. Mean change from baseline in knowledge and skill performance scores at 6 months, adjusted for baseline skill performance and MCQ test scores, did not differ significantly between Players vs Controls and Players vs Controls + Non-players. The web-based game in its current format may not be effective in facilitating retention of knowledge and technical skills in neonatal resuscitation.
  • 关键词:Resuscitation ; Newborn infants ; Neonates ; Memory and retention ; Technology-enhanced training or learning ; Serious games ; Digital games ; Healthcare education
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