Gamification of POCUS: Are Students Learning?
Students, Medical
RC86-88.9
4. Education
Point-of-Care Systems
R
Medical emergencies. Critical care. Intensive care. First aid
Undergraduate medical education
point of care ultrasound
Medical students
Gamification
3. Good health
Education
Point-of-care testing
Point-of-Care Testing
Medicine
Humans
Point-of-care systems
gamification
Curriculum
medical education
Child
DOI:
10.5811/westjem.2022.11.57730
Publication Date:
2023-03-20T08:04:11Z
AUTHORS (8)
ABSTRACT
Introduction: While gamification of point-of-care ultrasound (POCUS) is well received by learners, little known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS event improved interpretation and clinical integration POCUS. Methods: This was prospective observational study fourth-year medical students who participated in 2.5-hour consisting eight objective-oriented stations. Each station had one three learning objectives associated with content taught. Students completed pre-assessment; they then groups five per subsequently post-assessment. Differences between pre- postsession responses were matched analyzed using Wilcoxon signed-rank test Fisher’s exact test. Results: data 265 post-event responses; 217 (82%) reported no prior experience. Most going into internal medicine (16%) pediatrics (11%). Knowledge assessment scores significantly post-workshop, 68% vs 78% (P=0.04). Self-reported comfort image acquisition, interpretation, all post-gamification (P<0.001). Conclusion: In this we found that POCUS, clear objectives, led student integration, self-reported
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