Gamification in Critical Care Education and Practice.

behavior critical care medicine education gamification guidelines

Journal

Critical care explorations
ISSN: 2639-8028
Titre abrégé: Crit Care Explor
Pays: United States
ID NLM: 101746347

Informations de publication

Date de publication:
Jan 2024
Historique:
medline: 23 1 2024
pubmed: 23 1 2024
entrez: 23 1 2024
Statut: epublish

Résumé

To explore gamification as an alternative approach to healthcare education and its potential applications to critical care. English language manuscripts addressing: 1) gamification theory and application in healthcare and critical care and 2) implementation science focused on the knowledge-to-practice gap were identified in Medline and PubMed databases (inception to 2023). Studies delineating gamification underpinnings, application in education or procedural mentoring, utilization for healthcare or critical care education and practice, and analyses of benefits or pitfalls in comparison to other educational or behavioral modification approaches. Data indicated the key gamification tenets and the venues within which they were used to enhance knowledge, support continuing medical education, teach procedural skills, enhance decision-making, or modify behavior. Gamification engages learners in a visual and cognitive fashion using competitive approaches to enhance acquiring new knowledge or skills. While gamification may be used in a variety of settings, specific design elements may relate to the learning environment or learner styles. Additionally, solo and group gamification approaches demonstrate success and leverage adult learning theory elements in a low-stress and low-risk setting. The potential for gamification-driven behavioral modification to close the knowledge-to-practice gap and enable guideline and protocol compliance remains underutilized. Gamification offers the potential to substantially enhance how critical care professionals acquire and then implement new knowledge in a fashion that is more engaging and rewarding than traditional approaches. Accordingly, educational undertakings from courses to offerings at medical professional meetings may benefit from being gamified.

Identifiants

pubmed: 38259864
doi: 10.1097/CCE.0000000000001034
pmc: PMC10803028
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e1034

Informations de copyright

Copyright © 2024 The Authors. Published by Wolters Kluwer Health, Inc. on behalf of the Society of Critical Care Medicine.

Auteurs

Gary Alan Bass (GA)

Division of Trauma, Surgical Critical Care and Emergency Surgery, Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA.

Cherylee W J Chang (CWJ)

Department of Neurology, Duke University School of Medicine, Durham, NC.

Lauren R Sorce (LR)

Department of Pediatrics (Critical Care), Northwestern University, Chicago, IL.

Sanjay Subramanian (S)

Department of Anesthesiology, Critical Care Medicine, Washington University in St. Louis, St. Louis, MO.
Omnicure Inc., St. Louis, MO.

Adam D Laytin (AD)

Departments of Anesthesia and Critical Care Medicine and Emergency Medicine, Johns Hopkins University School of Medicine, Baltimore, MD.

Reka Somodi (R)

Section of Surgical Critical Care, Corporal Michael J. Crescenz VA Medical Center, Philadelphia, PA.

Jaime R Gray (JR)

Department of Pharmacy, Temple University Health System, Philadelphia, PA.

Meghan Lane-Fall (M)

Departments of Anesthesiology and Critical Care Medicine and Biostatistics, Epidemiology, and Informatics, Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA.

Lewis J Kaplan (LJ)

Division of Trauma, Surgical Critical Care and Emergency Surgery, Perelman School of Medicine, University of Pennsylvania, Philadelphia, PA.

Classifications MeSH