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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 23, 2018
Date Accepted: Jun 21, 2018
(closed for review but you can still tweet)

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

A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial

Buijs-Spanjers KR, Hegge HH, Jansen CJ, Hoogendoorn E, de Rooij SE

A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial

JMIR Serious Games 2018;6(4):e17

DOI: 10.2196/games.9886

PMID: 30368436

PMCID: 6229519

Warning: This is an author submission that is not peer-reviewed or edited.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.

A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial

  • Kiki R Buijs-Spanjers; 
  • Harianne HM Hegge; 
  • Carolien J Jansen; 
  • Evert Hoogendoorn; 
  • Sophia E de Rooij

Background:

Adequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed.

Objective:

In this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention.

Methods:

We conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen. The Game group of this study played Delirium Experience. The Control D group watched a video with explanations on delirium and a patient’s experience of delirious episodes. The Control A group watched a video on healthy aging. To investigate students’ skills, we used a video of a delirious patient for which students had to give care recommendations and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium.

Results:

In total, 156 students participated in this study (Game group, n=51; Control D group, n=51; Control A group, n=55). The Game group scored higher with a median (interquartile range) of 6 (4-8) for given recommendations and learning motivation and engagement compared with the Control D (1, 1-4) and A (0, 0-3) groups (P<.001). Furthermore, the Game group scored higher (7, 6-8) on self-reported knowledge compared with the Control A group (6, 5-6; P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude toward delirious patients (P=.55).

Conclusions:

The serious game, Delirium Experience, is suitable as an educational intervention to teach delirium care to medical students and has added value in addition to a lecture.


 Citation

Please cite as:

Buijs-Spanjers KR, Hegge HH, Jansen CJ, Hoogendoorn E, de Rooij SE

A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial

JMIR Serious Games 2018;6(4):e17

DOI: 10.2196/games.9886

PMID: 30368436

PMCID: 6229519

Per the author's request the PDF is not available.