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Evaluating Motivation for the Use of an Electronic Health Record Simulation Game

机译:评估使用电子病历模拟游戏的动机

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Experiential learning via simulation offers a variety of benefits including reduced risks, repetitive exposure, and mastery of complex processes. How to motivate people to engage in and enjoy playing games is an important concept in the creation of serious games focused on learning new skills. This study sought to determine the motivators that increase users’ pleasurable experience when playing an electronic health record simulation game. To examine how intrinsic and extrinsic motivation affected both engagement and enjoyment, we surveyed students of health professions at one university. Results indicate that while both forms of motivation are significant in increasing engagement and enjoyment, extrinsic motivation such as badges, points, and scoreboards were much more important than internal motivations for our participants. These findings have implications for the development of an electronic health record simulation game. Keywords: Gamification, electronic health record, experiential learning, simulation, intrinsic motivation, extrinsic motivationIntroductionDigital health information maintained in electronic health record (EHR) systems is an asset of significant value to both patients and healthcare organizations that requires governance by well-trained and experienced health information management (HIM) professionals. Students who will become HIM professionals must develop competency and efficiency in a variety of complex processes governing health information, which is the basis for clinical decisions that affect patient health. Health information must be accurate, complete, and available when and where it is needed for use in clinical and business decisions by all health professionals. The terms technology iatrogenesis or e-iatrogenesis refer to errors that occur because of technology introduced into the already complex healthcare delivery system.~(~(1)) To minimize these errors, HIM professionals must achieve high levels of competency and efficiency through effective instruction and extensive practice. Issues with health information create substantial risks for patients, providers, and facilities. Furthermore, health information is highly targeted for compromise by perpetrators of medical identity theft as well as those seeking ransom.~(~(2)) Governance of health information addresses not only the risks to patient health, but also the risks to patient privacy. The challenges associated with health information governance are evolving rapidly and result in the need for new tools and methods to learn and practice these skills in a safe, low-risk environment, such as that provided by simulation.This article presents the results of a study examining health profession students’ perceptions of game design elements and how these elements can increase the user's enjoyment when playing games. This study is based on the application of simulation and gamification techniques to enhance the experience of health profession students learning to use EHR systems. Inspired by previous experience teaching complex systems and encouraged by the literature about simulation in other areas of healthcare, the authors became curious about the effectiveness of a comprehensive simulation platform specifically designed to enable teaching and repetitive practice of the complex high-risk processes associated with EHR systems and how simulation game design might affect user enjoyment and engagement.As a step toward understanding the potential of an EHR simulation platform, we conducted a survey of students in our college of health professions to explore game design elements, how these elements motivate participants, and the positive effects on engagement and enjoyment. In the sections that follow, we first provide a review of literature that informed our research question. Next we review motivation and outcomes. After the literature review, we describe our methods and results. We close with a discussion of findings and conclusions drawn from the study.Literature ReviewThe current literature on gamification appraises a variety of elements associated with game design.~(~(3)) Game genres, types, motivations, and other game design characteristics are important in understanding specific game preferences and motivations that might contribute to the design of an EHR simulation game. The purpose of the research was to discover what game design elements motivated HIM students from both an intrinsic and extrinsic perspective with the ultimate goal of making a simulation game engaging and enjoyable.GamificationAlthough the literature includes many examples of simulation and experiential learning in healthcare settings such as anesthesiology,~(~(4), ~(5)) cardiology,~(~(6), ~(7)) intensive care,~(~(8), ~(9)) nursing,~(~(10), ~(11), ~(12)) obstetrics,~(~(13), ~(14)) outpatient healthcare,~(~(15), ~(16)) and many other disciplines,~(~(17)) research on the combination of gamification and EHRs is sparse. A notable exception is that of Mohan et al
机译:通过模拟进行的体验式学习可带来多种好处,包括降低风险,重复暴露以及掌握复杂过程。在创作注重学习新技能的严肃游戏中,如何激励人们参与和享受游戏是一个重要的概念。这项研究旨在确定在玩电子病历模拟游戏时能增加用户愉悦体验的动机。为了研究内在动机和外在动机如何影响参与和享受,我们对一所大学的卫生专业学生进行了调查。结果表明,虽然两种形式的动机都对提高参与度和娱乐感很重要,但对于参与者来说,诸如徽章,积分和记分牌之类的外部动机比内部动机更为重要。这些发现对电子病历模拟游戏的开发具有启示意义。关键字:游戏化,电子病历,体验式学习,模拟,内在动机,外在动机简介电子病历(EHR)系统中维护的数字化健康信息对患者和医疗机构均具有重要价值,需要通过训练有素且经验丰富的治理健康信息管理(HIM)专业人员。成为HIM专业人士的学生必须在管理健康信息的各种复杂过程中发展能力和效率,这是影响患者健康的临床决策的基础。健康信息必须准确,完整,并且可以在所有健康专业人员用于临床和商业决策的任何时间和地点使用。术语技术医源性或电子医源性是指因将技术引入到已经很复杂的医疗保健提供系统而发生的错误。〜(〜(1))为了最大程度地减少这些错误,HIM专业人员必须通过有效的指导来达到高水平的能力和效率和广泛的实践。健康信息问题给患者,提供者和设施带来重大风险。此外,健康信息是医疗身份盗窃者和寻求赎金者高度折衷的目标。〜(〜(2))健康信息的管理不仅解决了患者健康的风险,而且还解决了患者隐私的风险。与健康信息治理相关的挑战正在迅速发展,并导致需要新的工具和方法来在安全,低风险的环境中(如模拟所提供的)学习和实践这些技能。本文介绍了一项研究结果研究卫生专业学生对游戏设计元素的看法,以及这些元素如何在玩游戏时增加用户的娱乐性。本研究基于模拟和游戏化技术的应用,以提高学习使用EHR系统的卫生专业学生的体验。受到以前在复杂系统上的教学经验的启发,以及在医疗保健其他领域有关模拟的文献的鼓舞下,作者对专门设计用于支持与EHR相关的复杂高风险过程的教学和重复实践的综合模拟平台的有效性感到好奇系统以及模拟游戏设计可能如何影响用户的娱乐和参与。为了解EHR模拟平台的潜力,我们对卫生专业学院的学生进行了一项调查,以探索游戏设计元素,这些元素如何激励参与者,以及对参与和娱乐的积极影响。在以下各节中,我们首先提供文献综述,这些文献为我们的研究问题提供了信息。接下来,我们回顾一下动机和结果。在文献回顾之后,我们描述了我们的方法和结果。我们从研究中得出的结论和结论进行讨论。文学评论当前关于游戏化的文献评估了与游戏设计相关的各种元素。〜(〜(3))游戏类型,类型,动机和其他游戏设计特征是在理解可能有助于EHR模拟游戏设计的特定游戏偏好和动机方面很重要。该研究的目的是从内在和外在的角度发现哪些游戏设计元素激励了HIM学生,最终目标是使模拟游戏变得引人入胜和令人愉悦。游戏化尽管文献包括医疗环境中许多模拟和体验式学习实例,例如作为麻醉科,〜(〜(4),〜(5))心脏病科,〜(〜(6),〜(7))重症监护,〜(〜(8),〜(9))护理,〜(〜( 10),〜(11),〜(12))产科,〜(〜(13),〜(14))门诊医疗,〜(〜(15),〜(16))和许多其他学科,〜(〜 (17)关于游戏化和电子病历的结合的研究很少。一个明显的例外是Mohan等

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