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Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department

Author

Listed:
  • Cindy Luu
  • Thomas B. Talbot
  • Cha Chi Fung
  • Eyal Ben-Isaac
  • Juan Espinoza
  • Susan Fischer
  • Christine S. Cho
  • Mariam Sargsyan
  • Sridevi Korand
  • Todd P. Chang

Abstract

Objective . Multi-patient care is important among medical trainees in an emergency department (ED). While resident efficiency is a typically measured metric, multi-patient care involves both efficiency and diagnostic / treatment accuracy. Multi-patient care ability is difficult to assess, though simulation is a potential alternative. Our objective was to generate validity evidence for a serious game in assessing multi-patient care skills among a variety of learners. Methods . This was a cross-sectional validation study using a digital serious game VitalSigns TM simulating multi-patient care within a pediatric ED . Subjects completed 5 virtual “shifts,†triaging, stabilizing, and discharging or admitting patients within a fixed time period; patients arrived at cascading intervals with pre-programmed deterioration if neglected. Predictor variables included generic multi-tasking ability, video game experience, medical knowledge, and clinical efficiency with real patients. Outcome metrics in 3 domains measured diagnostic accuracy (i.e. critical orders, diagnoses), efficiency (i.e. number of patients, time-to-order) and critical thinking (number of differential diagnoses); MANOVA determined differences between novice learners and expected expert physicians. Spearman Rank correlation determined associations between levels of expertise. Results . Ninety-five subjects’ gameplays were analyzed. Diagnostic accuracy and efficiency distinguished skill level between residency trained (residents, fellows and attendings) and pre-residency trained (medical students and undergraduate) subjects, particularly for critical orders, patients seen, and correct diagnoses (p

Suggested Citation

  • Cindy Luu & Thomas B. Talbot & Cha Chi Fung & Eyal Ben-Isaac & Juan Espinoza & Susan Fischer & Christine S. Cho & Mariam Sargsyan & Sridevi Korand & Todd P. Chang, 2020. "Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department," Simulation & Gaming, , vol. 51(4), pages 550-570, August.
  • Handle: RePEc:sae:simgam:v:51:y:2020:i:4:p:550-570
    DOI: 10.1177/1046878120904984
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    References listed on IDEAS

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    1. Alison Abbott, 2013. "Gaming improves multitasking skills," Nature, Nature, vol. 501(7465), pages 18-18, September.
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    Cited by:

    1. Willy C. Kriz, 2020. "Gaming in the Time of COVID-19," Simulation & Gaming, , vol. 51(4), pages 403-410, August.

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