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. 2022 Apr 1:10:842302.
doi: 10.3389/fped.2022.842302. eCollection 2022.

Improving Pediatric/Neonatology Residents' Newborn Resuscitation Skills With a Digital Serious Game: DIANA

Affiliations

Improving Pediatric/Neonatology Residents' Newborn Resuscitation Skills With a Digital Serious Game: DIANA

Serena Bardelli et al. Front Pediatr. .

Abstract

Background: Serious games, and especially digital game based learning (DGBL) methodologies, have the potential to strengthen classic learning methodology in all medical procedures characterized by a flowchart (e.g., neonatal resuscitation algorithm). However, few studies have compared short- and long-term knowledge retention in DGBL methodologies with a control group undergoing specialist training led by experienced operators. In particular, resident doctors' learning still has limited representation in simulation-based education literature.

Objective: A serious computer game DIANA (DIgital Application in Newborn Assessment) was developed, according to newborn resuscitation algorithm, to train pediatric/neonatology residents in neonatal resuscitation algorithm knowledge and implementation (from procedure knowledge to ventilation/chest compressions rate). We analyzed user learning curves after each session and compared knowledge retention against a classic theoretical teaching session.

Methods: Pediatric/neonatology residents of the Azienda Ospedaliera Universitaria Pisana (AOUP) were invited to take part in the study and were split into a game group or a control group; both groups were homogeneous in terms of previous training and baseline scores. The control group attended a classic 80 min teaching session with a neonatal trainer, while game group participants played four 20 min sessions over four different days. Three written tests (pre/immediately post-training and at 28 days) were used to evaluate and compare the two groups' performances.

Results: Forty-eight pediatric/neonatology residents participated in the study. While classic training by a neonatal trainer demonstrated an excellent effectiveness in short/long-term knowledge retention, DGBL methodology proved to be equivalent or better. Furthermore, after each game session, DGBL score improved for both procedure knowledge and ventilation/chest compressions rate.

Conclusions: In this study, DGBL was as effective as classic specialist training for neonatal resuscitation in terms of both algorithm memorization and knowledge retention. User appreciation for the methodology and ease of administration, including remotely, support the use of DGBL methodologies for pediatric/neonatology residents education.

Keywords: DGBL; digital games; healthcare education; memory and retention; neonatal resuscitation; newborn infants; serious game; technology-enhanced training or learning.

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Conflict of interest statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Figures

Figure 1
Figure 1
(A) Newborn resuscitation flow chart showing corresponding sections in the DIgital Application in Newborn Assessment (DIANA) game (equipment check, neonatal care and PPV, intubation, chest compression and drug administration, umbilical vein catheterization [UVC, CVO in Italian and consequently in this game version] and drug administration, and complete). (B) Details of the game sessions (1,2,3,4).
Figure 2
Figure 2
Software screenshots: Equipment check (A) and dynamic curves of the simulated newborn's main vital signs (B). In equipment check (A), the user follow the instruction of the game in the red box in the left corner (in English: “click on the materials you want to check”).
Figure 3
Figure 3
Software screenshots: Execution of endotracheal intubation and assisted ventilations by the virtual assistant. During the execution by virtual assistant, the user gets some useful advice as seen in the white panel: “consider corrective actions for ventilation, such as endotracheal intubation or laryngeal mask insertion.” During the execution of assisted ventilation, the virtual assistant squeezes the Ambu bag when the users click on button VENTILA (“ventilate”). The number of ventilation acts performed is showed next to VENTILA button.
Figure 4
Figure 4
Study analysis scheme. Subjects are divided using a stratified random sampling into two homogeneous and independent groups, based on the score in a prior knowledge questionnaire. The first group (theoretical lesson) is trained by an expert neonatal trainer for 80 min. The second group (digital game based learning [DGBL] method) is trained using DIgital Application in Newborn Assessment (DIANA) for the same length of time on four different sessions. Three written tests (0 pre-test, 1 post-test, 2 follow-up) are used to compare the methodologies (comparisons 0, 1, 2) and to evaluate learning and memory decay. The knowledge test 0 is used to evaluate the stratified random sampling.
Figure 5
Figure 5
Example of a possible of ventilation/compression pattern (black). If the Δi between two consecutive acts is correct, it falls between the horizontal dashed lines y = mintiming and y = maxtiming; in this case, the value is considered perfectly correct (e.g., d = 0). Excessively irregular patterns lead to a positive value of d (red).
Figure 6
Figure 6
Group subdivision based on competence levels for the stratified random sampling (digital game based learning [DGBL] group in orange, theoretical teaching session group in purple). Using a Monte Carlo approach based on the knowledge test 0 score and the Kolmogorov–Smirnov distance, it can be shown that this subdivision is better than 92% of those artificially obtained through a fully random design.
Figure 7
Figure 7
Subdivision of the population of the study between DGBL group (in orange) and classic theoretical teaching group (in purple). (A) Shows the year of specialty training (not one of the variables considered in the stratified random sampling) and is therefore characterized by a higher variability. (B–D) Show the percentage of the subjects that had used a newborn clinical simulator, underwent theoretical training in neonatal resuscitation, and practiced in neonatology, respectively.
Figure 8
Figure 8
Results of knowledge tests evaluated pre-training, 1 day post-training, and at 28 days follow-up (score medians and middle 50% interquartile ([0.25, 0.75]); theoretical teaching session group scores in purple, digital game based learning (DGBL) method group scores in orange). Although pre-training groups are comparable, post-training scores demonstrate the effectiveness of both methodologies and DGBL, in particular.
Figure 9
Figure 9
Equipment scores of totally correct/partially correct and incorrect items selected by the control group (standard teaching session, A) and digital game based learning (DGBL) group (B). Initial equipment scores for the two methodologies are not statistically different. DGBL methodology leads to a greater increase in correct item selection. It also reduces selection of incorrect/partially correct items, whereas after theoretical teaching no reduction is observed.
Figure 10
Figure 10
Number of items selected by users (regardless of learning mode) during the knowledge tests, divided by color into incorrect (red), partially correct (yellow), and totally correct (green). Greater color opacity indicates a greater number of selected items. Selected elements numbers are subdivided as pre-training (inner circle), 1-day post-training (middle circle), and at 28 days follow-up (outer circle). Color opacity shifts highlight the items for which learning has proved particularly effective (e.g., ECG leads that go from 27 pre-training to 38/33 post-training or ET tubes (size 2.5, 3, 3.5) that are reduced from 30 to 19/17), whereas uniformity of color opacity across the concentric circles show the items for which learning has proved ineffective (e.g., intensive care ventilator, laryngeal mask airway, or check neonatal incubator).
Figure 11
Figure 11
(A) DIgital Application in Newborn Assessment (DIANA) game scores, and corresponding median values, over the four sessions. The scores are subdivided into three categories (CARE and PPV, intubation and chest compressions, drugs administration) for ease of analysis. (B) Corresponding average answer times (in seconds).
Figure 12
Figure 12
DIgital Application in Newborn Assessment (DIANA) game equipment scores (as selected items and their percentage of the median of total items) for totally correct (A) and partially correct/incorrect items (B). (A) Shows a monotonous increase of correctly chosen elements (from 24 to 56%). (B) Shows extremely low values of partially correct/incorrect scores. This finding reinforces the idea that visual memory plays a pivotal role in memorization. (B) Shows the percentage of the mean values because the corresponding medians are all equal to 0.
Figure 13
Figure 13
DIgital Application in Newborn Assessment (DIANA) game scores (y axis) and standard deviation (circle size) for ventilation (A) and chest compression (B) execution. Low y values imply an execution frequency closer to the correct one, while short circle radii identify smoother acts. (A) Shows performance improvement in terms of both correct frequency (decreasing score to 0) and smoothness of execution (small circles radii). (B) Shows a less noticeable improvement in performance, with users still unable to execute compressions correctly after the fourth session.

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