Grants and Contracts Details
Description
1
PROJECT PROPOSAL
Project Title:
Incentivization and gamification techniques to promote bedside teaching during
patient rounds and reduce neurophobia
Executive Summary:
Background: Limited clinical teaching is identified as one of the principal drivers of
neurophobia. 1 Clinical teachers face a challenge of simultaneously caring for patients
and teaching learners in a time constrained environment. 2 Incentivization and
gamification, on-
have proven effective in educating healthcare professionals, for example, in
performing cardiopulmonary resuscitation. 3 4 An electronic tool for just-in-time learning
piloted at Barnes Jewish Hospital improved knowledge and was well received by
neurology residents. Objectives: The objectives of this study are (a) to design a
mobile application (app) based on the principles of gamification and incentivization to
promote and monitor teaching during neurology patient rounds; and (b) to evaluate
the effect of this app level of learning and neurophobia as well
as change in NBME Shelf and Residency In-service Training Examination scores.
Study Design: In this observational study, a mobile application will be developed on
iOS
and will be freely available for mobile phone installation by all medical students,
residents and attending physicians on the stroke and general neurology services at
University of Kentucky Hospital (20 residents, 30 medical students). IRB approval will
be obtained from University of Kentucky eIRB. During a 6-month period, the app will
generate reminders to the rounding team to invoke teachable concepts at the
appropriate situation and reach daily teaching goals. Teaching points
include counter-intuitive concepts, common errors, rare diagnoses, complex
decisions, high-yield questions for board examination, physical examination
techniques, etc. and should be agreed upon by most trainees as new knowledge.
Trainees type the pearls into the app to generate pearl-count and leader boards. The
perception of trainees and educators will be obtained pre- and post-intervention using
qualitative questionnaires. Primary outcome will be reduction in neurophobia among
trainees and secondary outcome will be improvement in examination scores.
Summary: This intervention will cause behavioral change in educators to promote
teaching during neurology rounds. It will reduce neurophobia among trainees by
improving experiential learning and teamwork. I have experience in developing a
successful healthcare mobile app and wish to pursue a career in teaching neurology
and to that end, I am keen on the use of innovative technological tools and AI in
medical education.
References:
1. Tarolli CG, Jozefowicz RF. Managing Neurophobia: How Can We Meet the Current and Future Needs of Our
Students? Semin Neurol. Aug 2018;38(4):407-412. doi:10.1055/s-0038-1666987
2. Irby DM, Wilkerson L. Teaching when time is limited. BMJ. Feb 16 2008;336(7640):384-7.
doi:10.1136/bmj.39456.727199.AD
3. Ahmed M, Sherwani Y, Al-Jibury O, Najim M, Rabee R, Ashraf M. Gamification in medical education. Med Educ
Online. 2015;20:29536. doi:10.3402/meo.v20.29536
4. Rutledge C, Walsh CM, Swinger N, et al. Gamification in Action: Theoretical and Practical Considerations for Medical
Educators. Acad Med. Jul 2018;93(7):1014-1020. doi:10.1097/ACM.0000000000002183
Status | Finished |
---|---|
Effective start/end date | 1/1/23 → 7/1/24 |
Funding
- American Board of Psychiatry and Neurology Incorporated: $100,000.00
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