Viewing Study NCT06516250



Ignite Creation Date: 2024-10-26 @ 3:35 PM
Last Modification Date: 2024-10-26 @ 3:35 PM
Study NCT ID: NCT06516250
Status: NOT_YET_RECRUITING
Last Update Posted: None
First Post: 2024-07-12

Brief Title: GEMAS Proyect Gamification in Nursing and Medicine for Simulation Learning
Sponsor: None
Organization: None

Study Overview

Official Title: GEMAS Proyect Gamification in Nursing and Medicine for Simulation Learning
Status: NOT_YET_RECRUITING
Status Verified Date: 2024-07
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: The GEMAS project is based on the creation of a virtual serious game in which by carrying out clinical cases that simulate real environments and episodes of a hospital emergency service the aim is to improve and reinforce the knowledge of the participants with the use of a new learning methodology

The mapping and creation of several scenarios within the program is carried out the creation of different characters both main and secondary patients and hospital environment each of them with their graphic representation characteristics and individual personality

After obtaining the program which can be used on both computer and mobile platforms the virtual serious-game will be evaluated with the levels of the Kirkpatrick model to be used as a new learning tool The degree of satisfaction and usability will be evaluated at the first level the degree of knowledge acquisition by the participant himself and in comparison with traditional methodologies at the second level the changes in behavior and transfer of the knowledge learned to the professional field in the third level and the possibility of knowing the effectiveness of the application for the system will be evaluated The virtual serious game will allow you to select between the nursing or medicine modality allowing a greater number of cases to be developed and at the same time for both stories to be related so that interdisciplinarity remains intrinsically rooted in the game The creation of this application will create dynamic learning that will allow greater user satisfaction while learning and a greater degree of knowledge acquisition with respect to traditional methods ultimately producing changes in work behavior that are favorable for the performance of their profession
Detailed Description: Specific Objective 1

The design of the application will be carried out using the RPG Maker MV program an online purchase programming tool that grants the buyer intellectual property and commercialization rights After acquiring the program a hospital environment will be created in this case an Emergency Medical System creating different characters including patients family members doctors nurses and administrative staff The stories will be divided into two for gameplay depending on whether the player chooses to be a nurse or a doctor Consequently the stories are different and the characters represent a series of cases and varying complexity adapted to the decision of which profession to pursue in the game The characters will be created using the Midjourney web application as sketches which will then undergo multiple image changes with GIMP 210 Paint and PowerPoint until the desired images of the different characters are achieved

In the content of the virtual serious game two stories will be created with the intention of learning about various common deficits or errors made by novice doctors and nurses

To design the content an expert group will be formed requesting the participation of professionals with extensive experience in the field of medical emergencies and nursing with an interdisciplinary vision who wish to participate in the creation of case content

Specific Objective 2

To evaluate the degree of satisfaction and usability of the virtual serious game surveys or questionnaires will be used The degree of usability will be measured using the SUS System Usability Scale which aims to assess navigation interface design and accessibility This scale created in 1986 by John Brooke is widely validated for measuring the usability of systems and products including software hardware mobile applications and other interactive systems It is based on responses to 10 items rated on a 4-point Likert scale from strongly disagree to strongly agree

Direct observation of the game functioning will also provide feedback on programming image and development errors in the application allowing us to make the necessary modifications

To assess the degree of satisfaction the 9-question Kirkpatrick model questionnaire will be used presenting questions with Likert scale ratings and open-ended questions Additional questions from the Questionnaire for User Interaction Satisfaction QUIS a widely validated scale used to evaluate user satisfaction with interaction systems including software and educational applications will be added This will complement the Kirkpatrick scale due to the lack of questions evaluating interactions with software and computer systems The QUIS was developed at the Human-Computer Interaction Lab at the University of Maryland and has been validated through multiple academic studies and practical applications This scale traditionally scores from 1-very dissatisfied to 9-very satisfied evaluating various aspects of user satisfaction The QUIS questions that best address the information we want to obtain from the project will be selected and added to the Kirkpatrick level 1 model questions

Specific Objective 3

To evaluate the degree of clinical knowledge acquired a knowledge questionnaire will be designed in conjunction with a consensus of experts using the Delphi method For the creation of the questionnaire a literature review will be conducted to establish that there is currently no agreement among researchers on using a scale that measures the knowledge we want to evaluate and reinforce in the students Therefore the question How can I evaluate the knowledge of virtual serious game participants before and after its use to know the degree of learning acquired will be posed

Once the absence of such a scale is identified a group will be constituted to coordinate the process comprising the thesis directors and the doctoral candidate The functions will include creating a group of experts in emergency medicine and nursing to contribute their knowledge and involvement in improving knowledge for our project A study and approval of the expert list will be conducted the questionnaire will be developed expert participation will be encouraged responses from the rounds will be analyzed subsequent questionnaires or questions will be prepared and feedback provided and the process will be supervised proposing and taking corrective measures if necessary and ultimately interpreting the results Feedback will serve as the link between the experts and the coordinators allowing information flow and improving the final product quality

Specific Objective 4

During the beginning of residency both nurses and doctors are instructed in preparatory classes before starting their shifts and rotations in the Emergency Department Two groups will be selected an intervention group that will use the virtual serious game after the lectures given at the center and a control group that will follow the traditional lecture method for knowledge acquisition

The intervention group will be allowed to enjoy the virtual serious game for the hours needed to advance through the difficulty levels until completing 100 of the virtual serious game Subsequently as indicated in objective 3 a post-test will be administered collecting responses on the knowledge that the virtual serious game and the emergency lectures are expected to cover

In the control group after attending lectures that cover the topics addressed by the virtual serious game the same post-test will be administered This way we can determine whether the use of the virtual serious game is favorable for clinical knowledge acquisition by producing statistically significant results compared to the control group

Participant selection for both groups will follow a series of steps

Participant acceptance according to inclusion and exclusion criteria and their willingness to participate in the study

Sample stratification separating doctors and nurses and those who have previously worked or are in their second residency from the more novice participants

Randomization of participants into the control and intervention groups using randomization software or a traditional random number table method

Assignment by a third person avoiding as much as possible the ability of the person assigning participants to identify them This would be achieved by using identification codes instead of participant names

Specific Objective 5

To evaluate the application of the virtual serious game for clinical case simulation as a preparation tool for the Objective Structured Clinical Examination OSCE a methodology similar to that described in objective 4 will be used However in this case samples will be obtained from medical and nursing students who will consent to participate in the study and to share their OSCE scores for evaluation

The selection of intervention and control groups will be made by selecting users who want to participate in the study before the OSCE Those students who meet the inclusion and exclusion criteria will be selected through stratified by faculty and geographic location and randomized allocation to the intervention and control groups The selection will be blinded resulting in two groups

Intervention group Will have access to the application on their mobile phone or PC at the teaching center being able to complete the game before the OSCE

Control group Will take the OSCE using traditional learning and knowledge acquisition techniques currently employed at the center

Once both groups are obtained and the intervention with the virtual serious game tool is completed OSCE results will be collected to evaluate whether there are statistically significant differences between the intervention and control groups

Specific Objective 6

Evaluate behavioral changes in professionals using the application To do this the 6-question Kirkpatrick model questionnaire will be used to determine if there are changes in participants habits and if there are limitations to its use or development

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: None
Is a FDA Regulated Device?: None
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None