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临床试验/NCT06516250
NCT06516250尚未招募不适用

GEMAS Proyect. Gamification in Nursing and Medicine for Simulation Learning.

Consorci Sanitari de Terrassa0 个研究点目标入组 121 人开始时间: 2024年7月22日最近更新:
适应症

试验速览

阶段
不适用
状态
尚未招募
发起方
入组人数
121
主要终点
Transfer and behavior after using the serious game modules

研究概览

简要总结

The GEMAS project is based on the creation of a virtual serious game in which, by carrying out clinical cases that simulate real environments and episodes of a hospital emergency service, the aim is to improve and reinforce the knowledge of the participants with the use of a new learning methodology.

The mapping and creation of several scenarios within the program is carried out, the creation of different characters, both main and secondary, patients and hospital environment, each of them with their graphic representation, characteristics and individual personality.

After obtaining the program, which can be used on both computer and mobile platforms, the virtual serious-game will be evaluated with the levels of the Kirkpatrick model to be used as a new learning tool. The degree of satisfaction and usability will be evaluated at the first level, the degree of knowledge acquisition by the participant himself and in comparison with traditional methodologies at the second level, the changes in behavior and transfer of the knowledge learned to the professional field in the third level, and the possibility of knowing the effectiveness of the application for the system will be evaluated. The virtual serious game will allow you to select between the nursing or medicine modality, allowing a greater number of cases to be developed and at the same time, for both stories to be related, so that interdisciplinarity remains intrinsically rooted in the game. The creation of this application will create dynamic learning that will allow greater user satisfaction while learning and a greater degree of knowledge acquisition with respect to traditional methods, ultimately producing changes in work behavior that are favorable for the performance of their profession. .

详细描述

Specific Objective 1

The design of the application will be carried out using the RPG Maker MV program, an online purchase programming tool that grants the buyer intellectual property and commercialization rights. After acquiring the program, a hospital environment will be created, in this case, an Emergency Medical System, creating different characters including patients, family members, doctors, nurses, and administrative staff. The stories will be divided into two for gameplay, depending on whether the player chooses to be a nurse or a doctor. Consequently, the stories are different, and the characters represent a series of cases and varying complexity, adapted to the decision of which profession to pursue in the game. The characters will be created using the Midjourney™ web application as sketches, which will then undergo multiple image changes with GIMP 2.10, Paint, and PowerPoint until the desired images of the different characters are achieved.

In the content of the virtual serious game, two stories will be created with the intention of learning about various common deficits or errors made by novice doctors and nurses.

To design the content, an expert group will be formed, requesting the participation of professionals with extensive experience in the field of medical emergencies and nursing with an interdisciplinary vision, who wish to participate in the creation of case content.

Specific Objective 2

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
Single (Outcomes Assessor)

盲法说明

Once the data is obtained, it will be sent to the results analysts who will also not know the authorship of the data obtained.

入排标准

年龄范围
20 Years 至 65 Years(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • Medical and Nursing Students: Students enrolled in undergraduate programs in medicine (5th and 6th year) or nursing (3rd and 4th year). They may be from various faculties.
  • MIR and EIR Residents: Residents in training in medicine or nursing, from various years of residency and specialties.
  • Geographic Diversity: Participants from different geographic regions or urban areas.
  • Cultural and Linguistic Diversity: Participants from diverse cultures and ethnic groups.
  • Willingness to Participate: Commitment of participants to actively participate in the study.

排除标准

  • Previous Experience in Similar Cases: Participants who have had previous experience in similar clinical cases or who have received specific training related to the content of the game.
  • Severe Mental or Physical Health Issues: Participants who have severe mental or physical health issues that may affect their ability to participate in the study or adequately understand the content of the game.
  • Conditions Affecting Active Participation: Participants who have conditions that limit their ability to actively participate in the study (states of intoxication, etc.).

结局指标

主要结局

Transfer and behavior after using the serious game modules

时间窗: one year

Evaluated using the 6-question Kirkpatrick model survey. The answers would be open answers to know the opinion of the participants and what kind of problems or facilities they have found during the develop of their activities and use of the knowledge and tools achieved during the programme.

Usability of the virtual serious game

时间窗: one year

Usability will be measured with the System Usability Scale (SUS). It is based on providing answers to 10 items that users rate using a 4-point Likert scale (not at all agree 1, to completely agree 4). The items that are evaluated in this scale are: Frequency of Use, Complexity. Ease of Use, Need for Technical Support, Integration of Functionalities, Consistency, Ease of Learning, Cumbersomeness, Confidence and Learning Load.

Satisfaction of the virtual serious game

时间窗: one year

Measured using the 9-question Kirkpatrick model survey, supplemented with questions from the QUIS (Questionnaire for User Interaction Satisfaction) survey. This scale traditionally makes scores from 1- very dissatisfied to 9- very satisfied, evaluating various aspects of user satisfaction such as: * Global experience: user's general perception of the system. * Screens: design and layout of the screens. * Terminology and information system: clarity and appropriateness of the language used. * Learning: ease with which users can learn to use the system. * System responsiveness: speed and efficiency of system responses. * Usability impression: perceived ease of use.

Clinical knowledge

时间窗: one year

Measured using a questionnaire validated by a consensus of experts conducted with the Delphi method, with post-test questions added for calibration of the Kirkpatrick method. The answer could be correct, partially correct or wrong. The calibration answer are open answer that would give information to the creators to know the subjetive opinion of the participants.

次要结局

未报告次要终点

研究者

发起方
Consorci Sanitari de Terrassa
申办方类型
Other
责任方
Principal Investigator
主要研究者

Munir Mohamed Mimun

Principal investigator

Consorci Sanitari de Terrassa

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