Septris: A Novel, Mobile, Online, Simulation Game That Improves Sepsis Recognition and Management
نویسندگان
چکیده
PROBLEM Annually affecting over 18 million people worldwide, sepsis is common, deadly, and costly. Despite significant effort by the Surviving Sepsis Campaign and other initiatives, sepsis remains underrecognized and undertreated. APPROACH Research indicates that educating providers may improve sepsis diagnosis and treatment; thus, the Stanford School of Medicine has developed a mobile-accessible, case-based, online game entitled Septris (http://med.stanford.edu/septris/). Septris, launched online worldwide in December 2011, takes an innovative approach to teaching early sepsis identification and evidence-based management. The free gaming platform leverages the massive expansion over the past decade of smartphones and the popularity of noneducational gaming.The authors sought to assess the game's dissemination and its impact on learners' sepsis-related knowledge, skills, and attitudes. In 2012, the authors trained Stanford pregraduate (clerkship) and postgraduate (resident) medical learners (n = 156) in sepsis diagnosis and evidence-based practices via 20 minutes of self-directed game play with Septris. The authors administered pre- and posttests. OUTCOMES By October 2014, Septris garnered over 61,000 visits worldwide. After playing Septris, both pre- and postgraduate groups improved their knowledge on written testing in recognizing and managing sepsis (P < .001). Retrospective self-reporting on their ability to identify and manage sepsis also improved (P < .001). Over 85% of learners reported that they would or would maybe recommend Septris. NEXT STEPS Future evaluation of Septris should assess its effectiveness among different providers, resource settings, and cultures; generate information about how different learners make clinical decisions; and evaluate the correlation of game scores with sepsis knowledge.
منابع مشابه
Septris and SICKO: Implementing and Using Learning Analytics and Gamification in Medical Education
In recent years, the video game industry has become the leading form of entertainment in terms of global total revenue. In the United States, it surpassed the movie and music industries in 2005 and 2007, respectively, and in 2013, it is expected to exceed $76 billion globally.1 More than half of Americans (58%) play video games, with an average of two gamers in each gameplaying household.2 Fort...
متن کاملNGTSOM: A Novel Data Clustering Algorithm Based on Game Theoretic and Self- Organizing Map
Identifying clusters is an important aspect of data analysis. This paper proposes a noveldata clustering algorithm to increase the clustering accuracy. A novel game theoretic self-organizingmap (NGTSOM ) and neural gas (NG) are used in combination with Competitive Hebbian Learning(CHL) to improve the quality of the map and provide a better vector quantization (VQ) for clusteringdata. Different ...
متن کاملPredictors of PGSI: A Study of Pakistan Stock Exchange
This study used PGSI to measure the motives of online stock exchange gamblers according to their responses about their online gambling. The main aim of the current study is to holistically explore the impact of motivational factors that motivate more usage of online gambling in Pakistan and behavioral factors that investigate the level of implementation of responsible gambling practices on PGSI...
متن کاملMobile online gaming via resource sharing
Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multip...
متن کاملAn Indoor Positioning System Based on Wi-Fi for Energy Management in Smart Buildings
To offer indoor services to occupants in the context of smart buildings, it is necessary to consider information concerning to the identity and location of the occupants. This paper proposes an indoor positioning system (IPS) based on Wi-Fi fingerprint and K-nearest neighbors (KNN) method. The positioning of a mobile device (MD) using Wi-Fi technology involves online and offline phases. In this...
متن کامل