Gamification of POCUS: Are Students Learning?
dc.contributor.author | Russell, Frances M. | |
dc.contributor.author | Lobo, Daniela | |
dc.contributor.author | Herbert, Audrey | |
dc.contributor.author | Kaine, Joshua | |
dc.contributor.author | Pallansch, Jenna | |
dc.contributor.author | Soriano, Pamela | |
dc.contributor.author | Adame, J. D. | |
dc.contributor.author | Ferre, Robinson M. | |
dc.contributor.department | Emergency Medicine, School of Medicine | |
dc.date.accessioned | 2023-11-01T09:47:58Z | |
dc.date.available | 2023-11-01T09:47:58Z | |
dc.date.issued | 2023-02-22 | |
dc.description.abstract | Introduction: While gamification of point-of-care ultrasound (POCUS) is well received by learners, little is known about the knowledge gained from material taught during these events. We set out to determine whether a POCUS gamification event improved knowledge of interpretation and clinical integration of POCUS. Methods: This was a prospective observational study of fourth-year medical students who participated in a 2.5-hour POCUS gamification event consisting of eight objective-oriented stations. Each station had one to three learning objectives associated with the content taught. Students completed a pre-assessment; they then participated in the gamification event in groups of three to five per station and subsequently completed a post-assessment. Differences between pre- and post-session responses were matched and analyzed using Wilcoxon signed-rank test and Fisher's exact test. Results: We analyzed data from 265 students with matched pre- and post-event responses; 217 (82%) students reported no to little prior POCUS experience. Most students were going into internal medicine (16%) and pediatrics (11%). Knowledge assessment scores significantly improved from pre- to post-workshop, 68% vs 78% (P=0.04). Self-reported comfort with image acquisition, interpretation, and clinical integration all significantly improved from pre- to post-gamification event (P<0.001). Conclusion: In this study we found that gamification of POCUS, with clear learning objectives, led to improved student knowledge of POCUS interpretation, clinical integration, and self-reported comfort with POCUS. | |
dc.eprint.version | Final published version | |
dc.identifier.citation | Russell FM, Lobo D, Herbert A, et al. Gamification of POCUS: Are Students Learning?. West J Emerg Med. 2023;24(2):243-248. Published 2023 Feb 22. doi:10.5811/westjem.2022.11.57730 | |
dc.identifier.uri | https://hdl.handle.net/1805/36822 | |
dc.language.iso | en_US | |
dc.publisher | Department of Emergency Medicine, School of Medicine, University of California, Irvine | |
dc.relation.isversionof | 10.5811/westjem.2022.11.57730 | |
dc.relation.journal | Western Journal of Emergency Medicine | |
dc.rights | Attribution 4.0 International | en |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
dc.source | PMC | |
dc.subject | Curriculum | |
dc.subject | Gamification | |
dc.subject | Point-of-care systems | |
dc.subject | Point-of-care testing | |
dc.subject | Medical students | |
dc.title | Gamification of POCUS: Are Students Learning? | |
dc.type | Article |