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About:
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module
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An Entity of Type :
schema:ScholarlyArticle
, within Data Space :
covidontheweb.inria.fr
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document(s)
Type:
Academic Article
research paper
schema:ScholarlyArticle
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type
Academic Article
research paper
schema:ScholarlyArticle
isDefinedBy
Covid-on-the-Web dataset
has title
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module
Creator
Harbarth, Stephan
Iten, Anne
Eysenbach, Gunther
Abbas, Mohamed
Cottet, Philippe
Gartner, Birgit
Golay, Eric
Stuby, Loric
Suppan, Laurent
Suppan, Mélanie
White, Marion
Wiley, Katelyn
Willig, James
Source
Medline; PMC
abstract
BACKGROUND: The coronavirus disease (COVID-19) pandemic has led to increased use of personal protective equipment (PPE). Adequate use of this equipment is more critical than ever because the risk of shortages must be balanced against the need to effectively protect health care workers, including prehospital personnel. Specific training is therefore necessary; however, the need for social distancing has markedly disrupted the delivery of continuing education courses. Electronic learning (e-learning) may provide significant advantages because it requires neither the physical presence of learners nor the repetitive use of equipment for demonstration. OBJECTIVE: Inclusion of game mechanics, or “gamification,” has been shown to increase knowledge and skill acquisition. The objective of this research was to develop a gamified e-learning module to interactively deliver concepts and information regarding the correct choice and handling of PPE. METHODS: The SERES framework was used to define and describe the development process, including scientific and design foundations. After we defined the target audience and learning objectives by interviewing the stakeholders, we searched the scientific literature to establish relevant theoretical bases. The learning contents were validated by infection control and prehospital experts. Learning mechanics were then determined according to the learning objectives, and the content that could benefit from the inclusion of game mechanics was identified. RESULTS: The literature search resulted in the selection and inclusion of 12 articles. In addition to gamification, pretesting, feedback, avoiding content skipping, and demonstrations using embedded videos were used as learning mechanics. Gamification was used to enhance the interactivity of the PPE donning and doffing sequences, which presented the greatest learning challenges. The module was developed with Articulate Storyline 3 to ensure that it would be compatible with a wide array of devices, as this software generates HTML5-compatible output that can be accessed on smartphones, tablets, and regular computers as long as a recent browser is available. CONCLUSIONS: A gamified e-learning module designed to promote better knowledge and understanding of PPE use among prehospital health care workers was created by following the SERES framework. The impact of this module should now be assessed by means of a randomized controlled trial.
has issue date
2020-06-12
(
xsd:dateTime
)
bibo:doi
10.2196/20173
bibo:pmid
32516115
has license
cc-by
schema:url
https://doi.org/10.2196/20173
resource representing a document's title
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module
has PubMed Central identifier
PMC7295001
has PubMed identifier
32516115
schema:publication
JMIR Serious Games
resource representing a document's body
covid:PMC7295001#body_text
is
schema:about
of
named entity 'Use'
named entity 'Personal Protective Equipment'
named entity 'Personal Protective Equipment'
named entity 'Gamified'
named entity 'World Health Organization'
named entity 'COVID'
named entity 'PPE'
named entity 'PPE'
named entity 'PPE'
named entity 'gamification'
named entity 'coronavirus 2'
named entity 'game mechanics'
named entity 'smartphones'
named entity 'e-learning'
named entity 'paramedics'
named entity 'COVID-19 pandemic'
named entity 'PPE'
named entity 'prehospital'
named entity 'COVID-19 pandemic'
named entity 'e-learning'
named entity 'prehospital'
named entity 'SERES'
named entity 'game mechanics'
named entity 'randomized controlled trial'
named entity 'emergency physicians'
named entity 'prehospital'
named entity 'electronic learning'
named entity 'paramedics'
named entity 'prehospital'
named entity 'gamification'
named entity 'ambulance'
named entity 'medical knowledge'
named entity 'gamification'
named entity 'social distancing'
named entity 'PPE'
named entity 'WHO'
named entity 'Scott Nicholson'
named entity 'live simulations'
named entity 'game mechanics'
named entity 'COVID-19 pandemic'
named entity 'ambulance'
named entity 'COVID'
named entity 'COVID'
named entity 'heuristic evaluation'
named entity 'e-learning'
named entity 'HTML5'
named entity 'PPE'
named entity 'knowledge acquisition'
named entity 'game mechanics'
named entity 'game mechanics'
named entity 'EMS'
named entity 'Usability'
named entity 'game design'
named entity 'smartphones'
named entity 'e-learning'
named entity 'game mechanics'
named entity 'PPE'
named entity 'emergency medical services'
named entity 'PPE'
named entity 'Creative Commons'
named entity 'PPE'
named entity 'coronavirus disease'
named entity 'gamification'
named entity 'e-learning'
named entity 'hand hygiene'
named entity 'Attribution-NonCommercial-ShareAlike'
named entity 'SCORM'
named entity 'knowledge acquisition'
named entity 'e-learning'
named entity 'EMS'
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