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

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 严重的基于游戏的肥胖干预技能的发展 预期影响:医学生没有充分准备好他们需要的临床技能, 干预超重或肥胖患者,以帮助减少肥胖的流行, 美国的ObesityTxChallenge项目通过新颖的方法解决了这一实践和培训差距。 医学生的平板电脑和网络培训。该项目努力改进评估, 通过修改我们独特的临床遭遇3D患者干预技能的医学生 培训环境,为我们的疼痛治疗挑战产品开发, 严肃的游戏模拟。课程将基于我们10小时肥胖的修改 为执业医生提供的培训,位于ImpactObesity.com。 为了达到我们的目标,改善超重或肥胖患者的结果,通过肥胖治疗 挑战,学生将进行面试和检查虚拟(例如,计算机生成)患者 并接收不同的模拟患者响应(例如,接受、困惑、拒绝、怀疑 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,并在稍后的体验中看到结果。多路径(和结果)增强现实主义, 积极性、态度的改变和教育效果。虚拟教师识别学生的错误 或低于最佳临床选择和决策以及患者-提供者互动技能薄弱, 提供反馈。肥胖医学的复杂生物学基础通过基于Unity 3D的 “突围”式的学习体验,为临床知识提供基础科学基础。 学习者选择体检部分以全面调查体重状况,并选择和 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、腹围)来建立肥胖症的诊断或评估超重。 他们制定了一个基于证据的综合治疗计划,包括生活方式的改变, 跨专业合作,如与营养师,顾问,或减肥计划, 适当使用药物和减肥手术,动机干预,随访 建议,并在必要时转介。游戏积分和视觉奖励强化了最佳实践 选择和提高学生的参与度。 随着时间的推移,游戏的刻意练习有效地提供了各种各样的临床经验 并有机会发展有用的技能,因为学生与2/3的成年患者一起工作, 超重或肥胖。培训提供了一个建立终身实践模式的机会, 协助遏制肥胖流行病。 第一阶段将通过完成以下内容专门证明产品的可行性和可接受性:1)需求 与目标受众学生和教师进行分析和偏好测试; 2)培训框架 和游戏设计文档; 3)计划培训的半功能,交互式原型, 逼真的计算机生成的病人和解释性的生物动画,使用Unity 3D, 可以在2D(标准显示器)和3D环境中提供,例如Oculus VR; 4)评估, 用于产品的第二阶段评估研究;以及5)原型的alpha/可用性测试 与医学生和评估的偏好,可接受性和有效性的动画 介绍。 第二阶段将完成ObesityTxChallenge产品, 教师指导和培训主任实施游戏的实施指南,以及 在医学生群体中评估游戏的有效性。一个强有力的评估, 游戏将评估学习者对这种新方法的反应,包括接受程度,热情, 通过随机、交叉、等待名单控制、前测/后测, 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。ObesityTxChallenge的稳健评估 告知我们自己的环境,并为其他研究人员和教育工作者提供指导, 以游戏为基础的培训,以灌输临床技能和行为的学生的能力。

项目成果

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Mary P Metcalf其他文献

Mary P Metcalf的其他文献

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{{ truncateString('Mary P Metcalf', 18)}}的其他基金

Business Encounters: Life Scientist Simulation Experience to Enhance Entrepreneurial Intent and Self-efficacy
商业邂逅:生命科学家模拟体验提升创业意向与自我效能
  • 批准号:
    10470846
  • 财政年份:
    2019
  • 资助金额:
    $ 36.62万
  • 项目类别:
Business Encounters: Life Scientist Simulation Experience to Enhance Entrepreneurial Intent and Self-efficacy
商业邂逅:生命科学家模拟体验提升创业意向与自我效能
  • 批准号:
    10256084
  • 财政年份:
    2019
  • 资助金额:
    $ 36.62万
  • 项目类别:
Business Encounters: Life Scientist Simulation Experience to Enhance Entrepreneurial Intent and Self-efficacy
商业邂逅:生命科学家模拟体验提升创业意向与自我效能
  • 批准号:
    10086926
  • 财政年份:
    2019
  • 资助金额:
    $ 36.62万
  • 项目类别:
Virtual Environment Training in the Proper Use of Prescription Pain Medications
正确使用处方止痛药的虚拟环境培训
  • 批准号:
    8455295
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
iPadEMR Pain Management Simulator: Tablet-based Skills Development
iPadEMR 疼痛管理模拟器:基于平板电脑的技能开发
  • 批准号:
    8533508
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
iPadEMR Pain Management Simulator: Tablet-based Skills Development
iPadEMR 疼痛管理模拟器:基于平板电脑的技能开发
  • 批准号:
    8669828
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
Coordinated Treatment of Addiction to Prescription Pain Medications
处方止痛药成瘾的协调治疗
  • 批准号:
    8453666
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
Coordinated Treatment of Addiction to Prescription Pain Medications
处方止痛药成瘾的协调治疗
  • 批准号:
    8927278
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
Virtual Environment Training in the Proper Use of Prescription Pain Medications
正确使用处方止痛药的虚拟环境培训
  • 批准号:
    9040134
  • 财政年份:
    2013
  • 资助金额:
    $ 36.62万
  • 项目类别:
iPadEMR Pain Management Simulator: Tablet-based Skills Development
iPadEMR 疼痛管理模拟器:基于平板电脑的技能开发
  • 批准号:
    8314525
  • 财政年份:
    2012
  • 资助金额:
    $ 36.62万
  • 项目类别:

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