Tackling teaching patient safety: gamification to the rescue
Notice bibliographique
Résumé
Healthcare professionals (HCPs) are committed to providing safe and effective patient care. For HCP learners, teaching and learning patient/medication safety in an in-person, hands-on, clinical environment is ideal. However, the COVID-19 pandemic has pivoted educational delivery: How can we engage students in an online environment? What patient/medication safety topics would learners appreciate more help from their teachers to enhance knowledge retention or reinforcement? We surveyed two cohorts of the University of Toronto pharmacy students enrolled in a patient/medication safety course (PHM322) virtually offered in 2021 and 2022. We received a 14% response rate (n = 10), where students reported the most challenging concepts were prospective and retrospective incident analysis tools—root cause analysis (RCA), failure mode and effects analysis (FMEA) and multi-incident analysis (MIA). We conducted a literature review on gamification in health profession education. A semi-experimental study found that Kahoot (a trivia platform) helped increase knowledge scores of nursing students.1 Although the use of gamification was not extensively studied in pharmacy education, it may be an option for supporting knowledge reinforcement in RCA, FMEA and MIA while engaging students in the online offering of PHM322. We developed Safety Games with brief, trivia-style multiple choice questions (MCQs) and administered them synchronously during class time. The game platform (Quizizz) allows students to participate virtually using their computer or mobile device. We achieved a 100% participation rate. We also disseminated pre- and post-game questionnaires on knowledge assessment of the three topics and student experience. Response rates were 87% (n = 39) and 38% (n = 17), respectively, for the pre- and post-game questionnaires, with a mean knowledge score increase from 42% to 66% (p = 0.0027). Most students enjoyed their participation and would recommend the Safety Games to their peers. They indicated the games helped them 'reflect on how much [they] had retained', 'recall the concepts learned in class', identify 'gaps in [their] knowledge' and 'clarify misunderstandings'. Our project identified the areas where students would benefit from knowledge reinforcement strategies when teaching patient/medication safety in pharmacy education (i.e. RCA, FMEA and MIA) and contributed to the pharmacy education literature regarding the use of gamification as a pedagogical tool in online learning. Our Safety Games were feasible to implement during class time in an online or hybrid environment as they were easily accessible through simple log-in and participation processes. They were also effective in promoting knowledge retention where the first three cognitive levels of remembering, understanding and applying RCA, FMEA and MIA principles, as stated in the revised Bloom's taxonomy, were achieved. Participants also reported positive experiences with the Safety Games, likely due to the increased self-perceived confidence as reflected in their responses and the use of a commercially available game platform that incorporates user experience in its design. Despite a small sample size, our project has fulfilled the first two levels in Kirkpatrick's Four-Level Training Evaluation, that is, reaction—satisfaction and learning—knowledge gain. We presented a successful innovation that could inspire more ventures in gamified pharmacy education. Wei Wei: Conceptualization; data curation; formal analysis; investigation; methodology; project administration; resources; software; writing—original draft; writing—review and editing. Victoria Ezekwemba: Conceptualization; data curation; formal analysis; investigation; methodology; project administration; resources; software; writing—original draft; writing—review and editing. Certina Ho: Conceptualization; data curation; formal analysis; funding acquisition; investigation; methodology; project administration; resources; supervision; writing—original draft; writing—review and editing.
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Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,006 | 0,011 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,000 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,002 | 0,001 |
| Études des sciences et des technologies | 0,001 | 0,002 |
| Communication savante | 0,003 | 0,004 |
| Science ouverte | 0,001 | 0,003 |
| Intégrité de la recherche | 0,002 | 0,002 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,006 | 0,001 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».