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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jun 7, 2020
Date Accepted: Aug 3, 2020

The final, peer-reviewed published version of this preprint can be found here:

Lessons Learned From an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial

Benda NC, Kellogg KM, Hoffman DJ, Fairbanks RJ 3rd, Auguste T

Lessons Learned From an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial

JMIR Serious Games 2020;8(3):e21123

DOI: 10.2196/21123

PMID: 32985993

PMCID: 7551111

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Lessons Learned from an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial

  • Natalie C Benda; 
  • Kathryn M Kellogg; 
  • Daniel J Hoffman; 
  • Rollin J Fairbanks 3rd; 
  • Tamika Auguste

ABSTRACT

Background:

The use of new technology like virtual reality, e-learning, and serious gaming can offer novel, more accessible options that have been demonstrated to have improved learning outcomes.

Objective:

The aim of this study was to compare the educational effectiveness of a serious game-based simulation training to traditional mannequin-based simulation training, and to determine the perception of physicians and nurses. We used an obstetric use case, electronic fetal monitoring (EFM) interpretation and decision-making, for our assessment.

Methods:

This study utilized a mixed methods approach to evaluate the effectiveness of the new, serious game-based training method and assess participants’ perceptions of the training. Participants were randomized to traditional simulation training in a center with mannequins or serious game training. They then participated in an obstetrical in-situ simulation scenario to assess their learning. Participants also completed a post-training perceptions questionnaire.

Results:

The primary outcome measure for this study was the participants’ performance in and in-situ simulation scenario. No significant statistical differences were detected between the mannequin-based and the serious game based-groups in overall performance, although the study was not sufficiently powered to conclude non-inferiority. The survey questions were tested for significant differences in participant perceptions of the educational method but none were found. Qualitative participant feedback reveals important areas for improvement with a focus on game realism.

Conclusions:

The serious game training tool developed has potential utility in providing education to those without access to large simulation centers, however further validation is needed to demonstrate if this tool is as effective as mannequin-based simulation.


 Citation

Please cite as:

Benda NC, Kellogg KM, Hoffman DJ, Fairbanks RJ 3rd, Auguste T

Lessons Learned From an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial

JMIR Serious Games 2020;8(3):e21123

DOI: 10.2196/21123

PMID: 32985993

PMCID: 7551111

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