We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva). We then carried out a randomized trial comparing the learning provided by a week of access to the game versus source articles, in a population of clinical supervisors (CS) from 13 French departments of general practice.
Continuing medical education is important but burdensome work for general practitioners. Current training tools have limitations and may lack the ability to engage some practitioners. Serious games are new pedagogical tools that use video games as engaging education tools. They have significant advantages in terms of efficiency and dissemination. The aim of this work was to create a new serious game and to evaluate it in terms of efficiency and satisfaction, comparing it with a traditional method of continuing education: article reading. We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva). We then carried out a randomized trial comparing the learning provided by a week of access to the game versus source articles, in a population of clinical supervisors (CS) from 14 French departments of general practice.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
QUADRUPLE
Enrollment
3,398
Prototype video game called Hygie, accessible on the Internet, on the 5 most common reasons of consultation in general practice using 9 articles from independent journals based on evidence (reviews by Prescrire and Minerva).
9 articles from independent journals based on evidence (reviews by Prescrire and Minerva), about the 5 most common reasons of consultation in general practice, accessible on the Internet.
Paris Diderot University
Paris, France
Knowledge test
Mean score at a final knowledge test
Time frame: completed 3 to 5 weeks after the end of the intervention, i.e. 4 to 6 weeks after randomization
Delta knowledge
Mean difference score between knowledge pretest and final knowledge test (posttest
Time frame: pretest before randomization, posttest 3 to 5 weeks after the end of the intervention (i.e. 4 to 6 weeks after randomization)
Satisfaction
Satisfaction survey completed at the end of the intervention access week
Time frame: one week after randomization (end of access to support)
Playing time
Time spended playing by subjects assigned to Hygie
Time frame: during the first week of access to support of intervention
Use in practice
completed 3 to 5 weeks after the end of the intervention, participants answer the question "In the course of your practice, did you use the knowledge you learned through the teaching material?"
Time frame: completed 3 to 5 weeks after the end of the intervention, i.e. 4 to 6 weeks after randomization
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