Serious Game-based Development of Obesity Intervention Skills
Serious Game-based Development of Obesity Intervention Skills
批准号:
9248475
负责人:
Mary P Metcalf
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
项目状态:
已结题
起止时间:
2015-09-28 至 2019-07-31
关键词:
AbdomenAddressAdultAssessment toolAttitudeBasic ScienceBehaviorBehavior TherapyBiologicalBiologyBody Weight decreasedBrainClinicalClinical SkillsCollaborationsComplexConfusionControl GroupsData AnalysesDevelopmentDevice or Instrument DevelopmentDiagnosisDiagnostic testsDietitianE-learningEducational CurriculumEducational process of instructingEffectivenessEnrollmentEnvironmentEpidemicEvaluationExposure toFacultyFeedbackFoundationsGenetic Crossing OverGoalsGrantHealthHourInterventionInterviewKnowledgeLearningMedicalMedical StudentsMedicineMethodologyModelingModificationMonitorObesityOutcomeOverweightPainPatient CarePatient EducationPatientsPatternPharmaceutical PreparationsPhasePopulationPre-Post TestsProfessional counselorProtocols documentationProviderPublicationsRandomizedRecommendationRecruitment ActivityReportingResearch DesignResearch PersonnelRewardsSocietiesStagingStandards of Weights and MeasuresStudentsSurveysTabletsTestingTimeTrainingUnited StatesUnited States National Institutes of HealthVisualWaiting ListsWeightWeight maintenance regimenWorkanimationbariatric surgerybasecomputer generatedcostdesignevidence baseevidence based guidelinesexperiencefollow-upheuristicsimprovedimproved outcomeinstrumentmedical schoolsmotivational interventionnovelnovel strategiesobesity treatmentphase 2 studypreferencepressureprogramsprototypepublic health relevanceresponsesimulationsimulation gameskillsstemstudent participationthree-dimensional modelingtooltreatment planningusabilityvirtualvirtual reality
中文摘要
项目说明
基于严肃游戏的肥胖干预技能发展
预期影响:医学生没有充分准备好他们需要的临床技能
对超重或肥胖患者进行干预,以帮助遏制肥胖在中国的流行
美国。ObesityTxChallenger项目通过新颖的方式解决了这一实践和培训差距
对医学生进行平板电脑和网络培训。该项目努力改善评估和
通过修改我们独特的临床会诊3D-Patient提高医学生的干预技能
培训环境,为我们的Pain TX挑战赛产品开发,以提供增强的
严肃的基于游戏的模拟。课程将以修改我们的10小时肥胖为基础
执业医生培训,网址为ImpactObesity.com。
通过肥胖TX达到改善超重或肥胖患者结局的目标
挑战,学生将进行面试并检查虚拟(例如,计算机生成的)患者
并接收不同的模拟患者响应(例如,接受、困惑、拒绝、可疑
行为)。通过该产品独特的分支路径学习和时间压力,学生将使
选项,并在稍后的体验中查看结果。多条路径(和结果)增强了现实主义,
热情、态度的转变、教育的效果。虚拟教师识别学生的不正确
或不是最佳的临床选择和决策,患者与提供者的互动技能薄弱,以及
提供反馈。肥胖医学的复杂生物学基础通过基于Unity3D的
“突围”学习经验为临床知识提供基础科学基础。
学员选择体检组件以全面调查体重状况,并选择和
解读诊断测试。运动员学生通过标准测量对超重和肥胖进行分类
(体重、BMI、腹围)以确定肥胖的诊断或评估超重。
他们制定了一项循证的综合治疗计划,其中包括改变生活方式,
跨专业合作,例如与营养师、顾问或减肥计划合作,
适当使用药物和减肥手术、激励性干预、随访
建议,必要时可转介。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体验
并有机会发展有用的技能,因为学生与2/3的成年患者合作
超重或肥胖。培训提供了建立终身练习模式的机会,这种模式将
协助遏制肥胖症流行。
第一阶段将通过满足以下需求来具体证明产品的可行性和可接受性:1)需求
对目标受众、学生和教职员工进行分析和偏好测试;2)培训框架
和游戏设计文档;3)计划中的培训的半功能性、交互式原型
逼真的计算机生成的患者和解释性生物动画,使用Unity 3D,其中
可在2D(标准显示器)和3D环境中提供,例如Oculus VR;4)评估以
用于产品的第二阶段评估研究;以及5)原型的阿尔法/可用性测试
与医学生一起评估动画的喜好、可接受性和有效性
演示文稿。
第二阶段将完成ObesityTxChallenger产品,产生ObesityTxChallenges
为教员和培训主任提供实施指南,以实施游戏,以及
在一群医科学生中评估这个游戏的有效性。对这一问题的有力评价
GAME将评估学习者对这种新方法的反应,包括接受度、热情和
对技能、信心和态度的影响,通过随机、交叉、等待名单控制、测试前/测试后
测试设计。它将比较目标临床技能和与以下方面相关的核心能力的变化
超重和肥胖的评估和干预。对ObesityTx挑战的稳健评估
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关于
以游戏为基础的训练向学生灌输临床技能和行为的能力。
英文摘要
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.
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