Serious Game-based Development of Obesity Intervention Skills
严肃的基于游戏的肥胖干预技能发展
基本信息
- 批准号:9248475
- 负责人:
- 金额:$ 36.62万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2015
- 资助国家:美国
- 起止时间:2015-09-28 至 2019-07-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
PROJECT DESCRIPTION
Serious Game-based Development of Obesity Intervention Skills
Intended Impact: Medical students are not adequately prepared with the clinical skills they need to
intervene with overweight or obese patients in order to help curtail the epidemic of obesity in the
United States. The ObesityTxChallenge project addresses this practice and training gap via novel
tablet and web-based training of medical students. The project strives to improve the assessment and
intervention skills of medical students by modifying our unique Clinical Encounters 3D-Patient
Training Environment, developed for our Pain Tx Challenge product with to deliver an enhanced
serious game-based simulation. The curriculum will be based on a modification of our 10 hour obesity
training for practicing doctors, located at ImpactObesity.com.
To reach our goal of improving outcomes of patients with overweight or obesity, via Obesity Tx
Challenge, students will conduct interviews and examine virtual (e.g., computer-generated) patients
and receive differing simulated patient responses (e.g., acceptance, confusion, refusal, suspicious
behavior). Via the product's unique branched path learning and time pressure, students will make
choices and see the results later in the experience. Multiple paths (and outcomes) enhance realism,
enthusiasm, changes in attitude, and educational effect. Virtual preceptors identify students' incorrect
or less than optimal clinical choices and decisions and weak patient-provider interaction skills and
provide feedback. The complex biological basis of obesity medicine is taught via a Unity 3D-based
"breakout" learning experience to provide a basic science foundation for the clinical knowledge.
Learners select physical exam components to fully investigate weight status as well as select and
interpret diagnostic tests. Player students categorize overweight and obesity via standard measures
(weight, BMI, abdominal circumference) to establish a diagnosis of obesity or assess overweight.
They develop an evidence-based comprehensive treatment plan that includes lifestyle modification,
inter-professional collaboration, such as with dietitians, counselors, or weight loss programs,
appropriate use of medications and weight loss surgery, motivational interventions, follow-up
recommendations, and referral as necessary. Game points and visual rewards reinforce best practice
choices and enhance student engagement.
The game's deliberate practice efficiently provides a wide variety of clinical experiences over time
and an opportunity to develop useful skills as students work with the 2/3rds of adult patients who are
overweight or obese. The training offers an opportunity to establish lifelong practice patterns that will
assist in stemming the obesity epidemic.
Phase I will specifically demonstrate product feasibility and acceptability by completing: 1) needs
analyses and preference testing with target audience students and faculty; 2) a training framework
and game design document; 3) a semi-functional, interactive prototype of the planned training with
realistic computer-generated patients and explanatory biological animations, using Unity 3D which
can be delivered in 2D (standard monitors) and 3D contexts, such as Oculus VR; 4) assessments to
be used in the Phase II evaluative study of the product; and 5) alpha/usability testing of the prototype
with medical students and assessment of preference, acceptability and effectiveness of the animation
presentations.
Phase II will complete the ObesityTxChallenge product, produce the ObesityTxChallenge
Implementation Guide for faculty preceptors and training directors to implement the game, and
evaluate the game's effectiveness with a population of medical students. A robust evaluation of the
game will assess learner response to this novel approach in terms of acceptance, enthusiasm, and
impact on skills, confidence and attitude via a randomized, cross-over, wait list control, pre-test/post-
test design. It will compare change in target clinical skills and core competencies related to
overweight and obesity assessment and intervention. The robust assessment of ObesityTxChallenge
informs our own environment and provides guidance to other researchers and educators regarding
the ability of game-based training to instill clinical skills and behaviors in students.
项目描述
严肃的肥胖干预技能发展
预期的影响:医学生并未充分准备所需的临床技能
干预超重或肥胖患者,以帮助减少肥胖症的流行
美国。 Obesitytxchallenge项目通过小说解决了这种实践和培训差距
平板电脑和基于网络的医学生培训。该项目努力改善评估和
通过修改我们独特的临床相遇3D患者,医学生的干预技能
培训环境,为我们的痛苦TX挑战产品开发,以提供增强的
严肃的基于游戏的模拟。该课程将基于我们10小时肥胖的修改
位于ImpactObesity.com的医生培训。
为了实现我们通过肥胖TX改善超重或肥胖症患者的预后的目标
挑战,学生将进行访谈并检查虚拟(例如,计算机生成)患者
并收到不同的模拟患者反应(例如接受,混乱,拒绝,可疑
行为)。通过产品独特的分支路径学习和时间压力,学生将使
选择并在以后的经验中查看结果。多个路径(和结果)增强了现实主义,
热情,态度变化和教育效果。虚拟受体识别学生的不正确
或少于最佳的临床选择和决策以及患者提供者的互动技能弱
提供反馈。肥胖医学的复杂生物学基础是通过基于统一的3D
“突破”学习经验为临床知识提供基础科学基础。
学习者选择身体检查组件以完全研究体重状态以及选择和选择
解释诊断测试。玩家学生通过标准措施对超重和肥胖进行分类
(体重,BMI,腹膜)以建立肥胖症的诊断或评估超重。
他们制定了基于证据的综合治疗计划,其中包括生活方式修改,
与营养师,辅导员或减肥计划等专业间合作,
适当使用药物和减肥手术,动机干预,随访
建议,并根据需要推荐。游戏点和视觉奖励加强最佳实践
选择并增强学生的参与度。
随着时间的流逝,游戏的故意练习有效地提供了各种各样的临床体验
并有机会发展有用的技能,因为学生与2/3名成年患者一起工作
超重或肥胖。培训提供了建立终身练习模式的机会
有助于阻止肥胖症流行。
第一阶段将通过完成以下特定证明产品的可行性和可接受性:1)
与目标受众和教师进行分析和偏好测试; 2)训练框架
和游戏设计文件; 3)计划培训的半功能,交互式原型
使用Unity 3D,现实的计算机生成的患者和解释性的生物动画
可以在2D(标准监视器)和3D上下文中交付,例如Oculus VR; 4)评估
用于产品的II期评估研究; 5)原型的α/可用性测试
与医学生和动画的偏好,可接受性和有效性的评估
演讲。
第二阶段将完成肥胖症的产品,生产obesitytxchallenge
教师主持人和培训主管实施指南,以实施游戏,
评估游戏的有效性,并在医学生中评估。对
游戏将根据接受,热情和
通过随机,交叉,等待列表控制,预测试/后 - 对技能,信心和态度的影响 -
测试设计。它将比较目标临床技能和核心能力的变化
超重和肥胖评估和干预。肥胖症的强大评估
告知我们自己的环境,并向其他研究人员和教育工作者提供指导
基于游戏的培训能够在学生中灌输临床技能和行为的能力。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)

暂无数据
数据更新时间:2024-06-01
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