SimuVersity Medical Center: Pain and Opioid Management Training in Diverse Patient Populations
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 74
- 试验地点
- 2
- 主要终点
- Pre-Post Training Knowledge Test
研究概览
简要总结
This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.
详细描述
Management of chronic pain and opioid use/misuse is challenging for clinicians and students, especially when working with diverse and underserved patient populations, and very few low-cost, flexible, highly-engaging, and effective learning resources are available to help the healthcare workforce best learn to manage these unique health concerns. Gamification holds promise as a user-friendly, fun, engaging and effective teaching strategy, especially for healthcare applications. SimuVersity Medical Center is an immersive 3D gaming platform that will engage students and practicing clinicians in a unique and captivating learning experience focused on pain and opioid management in diverse patient groups.
SimuVersity Medical Center is an innovative platform solution to education and training in specialty topics in healthcare. This novel learning platform will permit learners to explore a 3D virtual hospital space and can interact with objects, virtual colleagues/trainers and virtual patients (imbued with artificial intelligence) to learn and practice new clinical skills. The platform is built for ease-of-use with simple character controls that non-game-savvy learners find intuitive and easy. The graphical interface is clean and clear and the software runs on all modern computing platforms. The control intervention consists of traditional powerpoint slide-based training and text-base case studies for review.
This study aims to compare the effectiveness of the new educational activity/game (a novel, engaging digital-training plus interaction with virtual patients to practice skills) in meeting clinical learning objectives and outcomes compared to traditional didactic (powerpoint slide-based training and text-base case scenarios) approaches to provider and student education and satisfaction.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 80 Years(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Ages 18-80 years
- •English-speaking
- •Graduate-level health professional students and faculty at the Medical University of South Carolina
- •Willingness to volunteer to play the new educational game and complete questionnaires regarding satisfaction, knowledge acquisition, value, ease of use and ability to meet learning objectives
排除标准
- •Age outside the predefined range
- •Not a student or faculty at MUSC
- •Not willing or able to participate in the learning activity or complete study related questionnaires.
结局指标
主要结局
Pre-Post Training Knowledge Test
时间窗: From enrollment to the end of the training and assessment (2 hours later)
Multiple-choice knowledge test on diversity considerations in pain and opioid management
次要结局
未报告次要终点
