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dc.contributor.authorHarring, Astrid K. V.
dc.contributor.authorRøislien, Jo
dc.contributor.authorLarsen, Karianne
dc.contributor.authorGuterud, Mona
dc.contributor.authorBugge, Helge F.
dc.contributor.authorSandset, Else C.
dc.contributor.authorKristensen, Dorte V.
dc.contributor.authorHov, Maren R.
dc.date.accessioned2023-02-28T06:03:08Z
dc.date.available2023-02-28T06:03:08Z
dc.date.issued2023
dc.identifier.citationAdvances in Simulation. 2023 Feb 22;8(1):4
dc.identifier.urihttp://hdl.handle.net/10852/100484
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. Trial registration The study was approved by the Norwegian Centre for Research Data (reference no. 543238).
dc.language.isoeng
dc.rightsThe Author(s)
dc.rightsAttribution 4.0 International
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.titleGamification of the National Institutes of Health Stroke Scale (NIHSS) for simulation training—a feasibility study
dc.typeJournal article
dc.date.updated2023-02-28T06:03:08Z
dc.creator.authorHarring, Astrid K. V.
dc.creator.authorRøislien, Jo
dc.creator.authorLarsen, Karianne
dc.creator.authorGuterud, Mona
dc.creator.authorBugge, Helge F.
dc.creator.authorSandset, Else C.
dc.creator.authorKristensen, Dorte V.
dc.creator.authorHov, Maren R.
dc.identifier.doihttps://doi.org/10.1186/s41077-023-00245-4
dc.type.documentTidsskriftartikkel
dc.type.peerreviewedPeer reviewed
dc.type.versionPublishedVersion
cristin.articleid4


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