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Serious gaming as potential training tool for recognition of adverse drug reactions: side-effect exposure-medical education (SeeMe).
Bergs, Ingmar; Bell, Laura; Fedrowitz, Sebastian; Krüger, Tim; Lemos, Martin; Stingl, Julia C; Just, Katja S.
Afiliação
  • Bergs I; Institute of Clinical Pharmacology, RWTH Aachen University Hospital, Pauwelsstr. 30, 52074, Aachen, Germany.
  • Bell L; Department of Pneumology and Internal Intensive Care Medicine, RWTH Aachen University Hospital, Aachen, Germany.
  • Fedrowitz S; Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany.
  • Krüger T; Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany.
  • Lemos M; Institute of Clinical Pharmacology, RWTH Aachen University Hospital, Pauwelsstr. 30, 52074, Aachen, Germany.
  • Stingl JC; Audiovisual Media Center, Medical Faculty, RWTH Aachen University, Aachen, Germany.
  • Just KS; Institute of Clinical Pharmacology, RWTH Aachen University Hospital, Pauwelsstr. 30, 52074, Aachen, Germany.
Eur J Clin Pharmacol ; 80(11): 1787-1793, 2024 Nov.
Article em En | MEDLINE | ID: mdl-39158691
ABSTRACT

PURPOSE:

The recognition of adverse drug reactions (ADRs) is an important part of daily clinical work. However, medical education in this field is mostly drug-based and does not address adequately the complexity of this field regarding individual risk factors and polypharmacy. This study investigates the potential of the web-based serious game SeeMe (side-effect exposure-medical education) in pharmacological education of medical students to improve the recognition of relevant ADRs.

METHODS:

One hundred fifty-seven medical students were recruited to evaluate the serious game SeeMe. SeeMe was developed to improve knowledge and recognition of ADRs in clinical practice. Players take on the role of a physician trying to understand fictional patients with ADRs. Before and after an 8-week playing period, an evaluation was carried out through a pre- and post-questionnaire and a pre- and post- knowledge test.

RESULTS:

The students achieved significantly better results in the knowledge test, as almost twice as many exam-relevant questions were answered correctly (p < 0.001). The serious game had a positive effect on the students' perception of the importance of ADRs.

CONCLUSION:

This study demonstrates the potential of web- and case-based fictional serious games in medical education. The improved recognition of side effects represents a crucial step for education and training in clinical pharmacology. Future versions of the serious game may take this further and focus on training in the treatment of ADRs and their relevance in various healthcare professions.
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Texto completo: 1 Coleções: 01-internacional Temas: Geral Base de dados: MEDLINE Assunto principal: Estudantes de Medicina / Jogos de Vídeo / Efeitos Colaterais e Reações Adversas Relacionados a Medicamentos Limite: Adult / Female / Humans / Male Idioma: En Revista: Eur J Clin Pharmacol Ano de publicação: 2024 Tipo de documento: Article País de afiliação: Alemanha

Texto completo: 1 Coleções: 01-internacional Temas: Geral Base de dados: MEDLINE Assunto principal: Estudantes de Medicina / Jogos de Vídeo / Efeitos Colaterais e Reações Adversas Relacionados a Medicamentos Limite: Adult / Female / Humans / Male Idioma: En Revista: Eur J Clin Pharmacol Ano de publicação: 2024 Tipo de documento: Article País de afiliação: Alemanha