CONTINUING MEDICAL EDUCATION
Conditions
Keywords
GENERAL PRACTICE, SERIOUS GAME, EVIDENCE BASED MEDICINE, RANDOMIZED CONTROLLED TRIAL, PEDAGOGY
Brief summary
We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva). We then carried out a randomized trial comparing the learning provided by a week of access to the game versus source articles, in a population of clinical supervisors (CS) from 13 French departments of general practice.
Detailed description
Continuing medical education is important but burdensome work for general practitioners. Current training tools have limitations and may lack the ability to engage some practitioners. Serious games are new pedagogical tools that use video games as engaging education tools. They have significant advantages in terms of efficiency and dissemination. The aim of this work was to create a new serious game and to evaluate it in terms of efficiency and satisfaction, comparing it with a traditional method of continuing education: article reading. We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva). We then carried out a randomized trial comparing the learning provided by a week of access to the game versus source articles, in a population of clinical supervisors (CS) from 14 French departments of general practice.
Interventions
Prototype video game called Hygie, accessible on the Internet, on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva).
9 articles from independent journals based on evidence (reviews by Prescrire and Minerva), about the 5 most common reasons of consultation in general practice, accessible on the Internet.
Sponsors
Study design
Masking description
double-blinded randomized trial : Participants do not know their assignment group. The questionnaires, identical in both groups, were completed by the participants and blinded from their assignment group.
Intervention model description
randomized trial comparing the learning provided by a week of access to the game Hygie or source articles
Eligibility
Inclusion criteria
* to be a french general practice clinical supervisor
Exclusion criteria
* none
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Knowledge test | completed 3 to 5 weeks after the end of the intervention, i.e. 4 to 6 weeks after randomization | Mean score at a final knowledge test |
| Delta knowledge | pretest before randomization, posttest 3 to 5 weeks after the end of the intervention (i.e. 4 to 6 weeks after randomization) | Mean difference score between knowledge pretest and final knowledge test (posttest |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Satisfaction | one week after randomization (end of access to support) | Satisfaction survey completed at the end of the intervention access week |
| Playing time | during the first week of access to support of intervention | Time spended playing by subjects assigned to Hygie |
| Use in practice | completed 3 to 5 weeks after the end of the intervention, i.e. 4 to 6 weeks after randomization | completed 3 to 5 weeks after the end of the intervention, participants answer the question In the course of your practice, did you use the knowledge you learned through the teaching material? |
Countries
France