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Ready patient one: how to turn an in-person critical care simulation scenario into an online serious game
Journal article   Open access   Peer reviewed

Ready patient one: how to turn an in-person critical care simulation scenario into an online serious game

Colleen M Donovan, Alexandria M Cooper and Sarang Kim
Cureus (Palo Alto, CA), Vol.13(9), pp.e17746-e17746
09/05/2021
PMID: 34659959

Abstract

medical simulation gamification choose your own adventure remote learning
Serious gaming has become popular in healthcare education as an engaging way to train learners. When coronavirus disease 2019 (COVID-19) forced the cancellation of in-person simulation sessions, we designed a serious game to deliver content in an interactive format with no out-of-pocket expense. We describe the design process and game reception so that others may replicate it. Methods We designed an online game using Choose-Your-Own-Adventure (CYOA) and Escape Room concepts. Using online survey software, we presented an interactive story based on an existing simulation scenario and included interactive puzzles as roadblocks to scenario progression. Each puzzle represented a critical care concept, and many contained hyperlinks to prior basic science lecture material to reinforce learning. A post-game survey assessed students’ experience. Results All (N=88) students enrolled in a scheduled simulation session participated in the game, and 75% (66/88) responded to a post-participation survey. All respondents (100%) were able to complete the game. The majority (57.6%) completed the game in 30 minutes to 1 hour. Most students strongly agreed or agreed that the game enhanced their understanding of critical care concepts (93.9-97.0%), and that they were interested in doing more CYOA games (90.9%). Conclusion The game was well-received, delivered critical care content, and challenged students to apply basic science principles to medical decision-making from the safety of their own homes. The game was self-guided, requiring minimal active facilitator involvement. We plan to expand the use of the game to other settings and explore its use in formative/summative assessment and remediation.
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Version of Record (VoR) Open Access CC BY V4.0
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https://doi.org/10.7759/cureus.17746View
Version of Record (VoR) Cureus
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