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dc.contributor.authorHarring, Astrid Karina V.
dc.contributor.authorRøislien, Jo
dc.contributor.authorLarsen, Karianne
dc.contributor.authorGuterud, Mona
dc.contributor.authorBugge, Helge Fagerheim
dc.contributor.authorSandset, Else Charlotte
dc.contributor.authorKristensen, Dorte Vesterager
dc.contributor.authorHov, Maren Ranhoff
dc.date.accessioned2023-05-02T07:23:27Z
dc.date.available2023-05-02T07:23:27Z
dc.date.created2023-03-17T20:42:16Z
dc.date.issued2023
dc.identifier.citationHarring, A. K. V., Røislien, J., Larsen, K., Guterud, M., Bugge, H. F., Sandset, E. C., ... & Hov, M. R. (2023). Gamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study. Advances in Simulation, 8(1), 4.en_US
dc.identifier.issn2059-0628
dc.identifier.urihttps://hdl.handle.net/11250/3065675
dc.description.abstractBackground Training prehospital personnel in identifying patients with acute stroke is key to providing rapid treatment. This study aimed to investigate whether game-based digital simulation training is a feasible alternative to standard in-person simulation training. Methods Second-year paramedic bachelor students at Oslo Metropolitan University in Norway were invited to participate in a study to compare game-based digital simulation (intervention) to standard in-person training (control). For 2 months, students were encouraged to practice the NIHSS, and both groups logged their simulations. Then, they performed a clinical proficiency test, and their results were assessed using a Bland-Altman plot with corresponding 95% limits of agreement (LoA). Results Fifty students participated in the study. Individuals in the game group (n = 23) spent an average (SD) of 42:36 min (36) on gaming and performed 14.4 (13) simulations on average, whereas the control group (n = 27) spent 9:28 min (8) simulating and performed 2.5 (1) simulations. Comparing time variables collected during the intervention period, the mean time for each simulated assessment was significantly shorter in the game group (2:57 min vs. 3:50 min, p = 0.004). In the final clinical proficiency test, the mean difference from the true NIHSS score was 0.64 (LoA: − 1.38 to 2.67) in the game group and 0.69 (LoA: − 1.65 to 3.02) in the control group. Conclusion Game-based digital simulation training is a feasible alternative to standard in-person simulation training to acquire competence in NIHSS assessment. Gamification seemed to give an incentive to simulate considerably more and to perform the assessment faster, with equal accuracy.en_US
dc.language.isoengen_US
dc.publisherBMCen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleGamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility studyen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holderThe authorsen_US
dc.subject.nsiVDP::Medisinske Fag: 700en_US
dc.source.journalAdvances in Simulationen_US
dc.identifier.doi10.1186/s41077-023-00245-4
dc.identifier.cristin2134972
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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