Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module.
COVID-19
electronic learning
gamification
personal protective equipment
prehospital
Journal
JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255
Informations de publication
Date de publication:
12 Jun 2020
12 Jun 2020
Historique:
received:
13
05
2020
accepted:
09
06
2020
revised:
06
06
2020
pubmed:
10
6
2020
medline:
10
6
2020
entrez:
10
6
2020
Statut:
epublish
Résumé
The coronavirus disease (COVID-19) pandemic has led to increased use of personal protective equipment (PPE). Adequate use of this equipment is more critical than ever because the risk of shortages must be balanced against the need to effectively protect health care workers, including prehospital personnel. Specific training is therefore necessary; however, the need for social distancing has markedly disrupted the delivery of continuing education courses. Electronic learning (e-learning) may provide significant advantages because it requires neither the physical presence of learners nor the repetitive use of equipment for demonstration. Inclusion of game mechanics, or "gamification," has been shown to increase knowledge and skill acquisition. The objective of this research was to develop a gamified e-learning module to interactively deliver concepts and information regarding the correct choice and handling of PPE. The SERES framework was used to define and describe the development process, including scientific and design foundations. After we defined the target audience and learning objectives by interviewing the stakeholders, we searched the scientific literature to establish relevant theoretical bases. The learning contents were validated by infection control and prehospital experts. Learning mechanics were then determined according to the learning objectives, and the content that could benefit from the inclusion of game mechanics was identified. The literature search resulted in the selection and inclusion of 12 articles. In addition to gamification, pretesting, feedback, avoiding content skipping, and demonstrations using embedded videos were used as learning mechanics. Gamification was used to enhance the interactivity of the PPE donning and doffing sequences, which presented the greatest learning challenges. The module was developed with Articulate Storyline 3 to ensure that it would be compatible with a wide array of devices, as this software generates HTML5-compatible output that can be accessed on smartphones, tablets, and regular computers as long as a recent browser is available. A gamified e-learning module designed to promote better knowledge and understanding of PPE use among prehospital health care workers was created by following the SERES framework. The impact of this module should now be assessed by means of a randomized controlled trial.
Sections du résumé
BACKGROUND
BACKGROUND
The coronavirus disease (COVID-19) pandemic has led to increased use of personal protective equipment (PPE). Adequate use of this equipment is more critical than ever because the risk of shortages must be balanced against the need to effectively protect health care workers, including prehospital personnel. Specific training is therefore necessary; however, the need for social distancing has markedly disrupted the delivery of continuing education courses. Electronic learning (e-learning) may provide significant advantages because it requires neither the physical presence of learners nor the repetitive use of equipment for demonstration.
OBJECTIVE
OBJECTIVE
Inclusion of game mechanics, or "gamification," has been shown to increase knowledge and skill acquisition. The objective of this research was to develop a gamified e-learning module to interactively deliver concepts and information regarding the correct choice and handling of PPE.
METHODS
METHODS
The SERES framework was used to define and describe the development process, including scientific and design foundations. After we defined the target audience and learning objectives by interviewing the stakeholders, we searched the scientific literature to establish relevant theoretical bases. The learning contents were validated by infection control and prehospital experts. Learning mechanics were then determined according to the learning objectives, and the content that could benefit from the inclusion of game mechanics was identified.
RESULTS
RESULTS
The literature search resulted in the selection and inclusion of 12 articles. In addition to gamification, pretesting, feedback, avoiding content skipping, and demonstrations using embedded videos were used as learning mechanics. Gamification was used to enhance the interactivity of the PPE donning and doffing sequences, which presented the greatest learning challenges. The module was developed with Articulate Storyline 3 to ensure that it would be compatible with a wide array of devices, as this software generates HTML5-compatible output that can be accessed on smartphones, tablets, and regular computers as long as a recent browser is available.
CONCLUSIONS
CONCLUSIONS
A gamified e-learning module designed to promote better knowledge and understanding of PPE use among prehospital health care workers was created by following the SERES framework. The impact of this module should now be assessed by means of a randomized controlled trial.
Identifiants
pubmed: 32516115
pii: v8i2e20173
doi: 10.2196/20173
pmc: PMC7295001
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e20173Informations de copyright
©Mélanie Suppan, Birgit Gartner, Eric Golay, Loric Stuby, Marion White, Philippe Cottet, Mohamed Abbas, Anne Iten, Stephan Harbarth, Laurent Suppan. Originally published in JMIR Serious Games (http://games.jmir.org), 12.06.2020.
Références
Acta Inform Med. 2017 Dec;25(4):232-235
pubmed: 29284911
Am J Infect Control. 2016 Jun 1;44(6):647-51
pubmed: 26874405
Adv Simul (Lond). 2017 Feb 4;2:3
pubmed: 29450004
JMIR Serious Games. 2019 Jun 1;7(2):e12431
pubmed: 31199324
NPJ Sci Learn. 2019 Sep 24;4:15
pubmed: 31583117
JAMA. 2020 Mar 28;:
pubmed: 32221579
Crit Care. 2017 Feb 14;21(1):31
pubmed: 28196506
JMIR Serious Games. 2019 Jun 1;7(2):e12429
pubmed: 31199333
Prehosp Emerg Care. 2015 Apr-Jun;19(2):313-9
pubmed: 25415186
PLoS One. 2017 Mar 31;12(3):e0173403
pubmed: 28362821
Adv Physiol Educ. 2013 Sep;37(3):242-8
pubmed: 24022770
N Engl J Med. 2020 Apr 30;382(18):e41
pubmed: 32212516
Am J Infect Control. 2015 Jun;43(6):606-11
pubmed: 26042849
Acad Med. 2010 May;85(5):909-22
pubmed: 20520049
J Med Internet Res. 2019 Mar 28;21(3):e12994
pubmed: 30920375
JMIR Med Educ. 2018 Apr 10;4(1):e11
pubmed: 29636322
JMIR Serious Games. 2019 May 02;7(2):e11565
pubmed: 31045496
J Med Internet Res. 2020 Jun 9;22(6):e18358
pubmed: 32299792
BMC Med Educ. 2017 Jul 11;17(1):114
pubmed: 28697744
Am J Perinatol. 2020 Apr 10;:
pubmed: 32276279
CBE Life Sci Educ. 2016 Winter;15(4):
pubmed: 27789532
J Clin Med. 2020 Jan 16;9(1):
pubmed: 31963162
Med Educ. 2008 Aug;42(8):823-9
pubmed: 18564096
JMIR Mhealth Uhealth. 2019 Apr 09;7(4):e12825
pubmed: 30964435
JAMA. 2020 Mar 31;:
pubmed: 32232420