Gamification of POCUS: Are Students Learning?

dc.contributor.authorRussell, Frances M.
dc.contributor.authorLobo, Daniela
dc.contributor.authorHerbert, Audrey
dc.contributor.authorKaine, Joshua
dc.contributor.authorPallansch, Jenna
dc.contributor.authorSoriano, Pamela
dc.contributor.authorAdame, J. D.
dc.contributor.authorFerre, Robinson M.
dc.contributor.departmentEmergency Medicine, School of Medicine
dc.date.accessioned2023-11-01T09:47:58Z
dc.date.available2023-11-01T09:47:58Z
dc.date.issued2023-02-22
dc.description.abstractIntroduction: 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.versionFinal published version
dc.identifier.citationRussell 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.urihttps://hdl.handle.net/1805/36822
dc.language.isoen_US
dc.publisherDepartment of Emergency Medicine, School of Medicine, University of California, Irvine
dc.relation.isversionof10.5811/westjem.2022.11.57730
dc.relation.journalWestern Journal of Emergency Medicine
dc.rightsAttribution 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.sourcePMC
dc.subjectCurriculum
dc.subjectGamification
dc.subjectPoint-of-care systems
dc.subjectPoint-of-care testing
dc.subjectMedical students
dc.titleGamification of POCUS: Are Students Learning?
dc.typeArticle
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
wjem-24-243.pdf
Size:
450.74 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.99 KB
Format:
Item-specific license agreed upon to submission
Description: