Abstract
Background
'Instant Ageing' technologies and simulated ward rounds are established parts of geriatric medicine teaching in many centres. However, these once innovative methods received negative feedback when delivered during our undergraduate BMBS programme. We set out to explore whether adding gamification to established teaching methods could enhance student knowledge, attitudes towards frailty and perceptions of their attachment.
Methods
We designed a 'Frailty Escape Room' where students rotated around stations completing tasks related to falls, polypharmacy, delirium, frailty assessment, pressure sores, activities of daily living and Comprehensive Geriatric Assessment. Students undertook tasks under time conditions whilst wearing different 'instant aging' simulation equipment. Successful task completion generated a code that, when combined, enabled 'escape' from the room.
Students were assessed using pre-post session questionnaires. Four Likert-scale (score 1-4) questions evaluated empathy/understanding of life with frailty, confidence in assessing, managing and communicating with older people living with frailty. Sixteen single best answer multiple choice questions assessed core knowledge. Summary statistics were calculated and test item performance before and after teaching were compared using pairwise student t-tests and chi-square for parametric scale and categorical variables respectively.
Anonymous free-text feedback was collected at the end of the session to assess student satisfaction.
Results
121 students completed the Escape Room and pre/post-testing. Mean (SD) Likert scores increased from 2.2(0.7)-3.3(0.6), 2.5(0.5)-3.2(0.5), 2.1(0.5)-2.9(0.5) and 2.8(0.6)-3.4(0.5) for empathy/understanding, confidence investigating, managing and communicating with older people with frailty respectively (p<0.05 for all). Mean (SD) total knowledge score increased from 8.5(2.1)-11.8(1.9) (p<0.05), with significant improvements across all except three questions.
Free-text feedback indicated high student satisfaction, and attendance has improved markedly following the teaching intervention.
Conclusions
Introduction of gamification to existing simulated ward round and instant ageing teaching improved student attendance and satisfaction. The teaching improved knowledge of, and attitudes towards, care of older people.
Comments
Teaching Style
Very interesting and novel teaching style, What is the appropriate student group size for this activity?
Group size
Hi there, thank you for your comment 😊
I currently have 6 stations which allow 2 students to complete the task at a time. I have a group of 12 undergraduate students at a time
Medical student experience.
An insightful piece of work. As a medical student myself, I appreciate the different methods of learning and teaching styles, and would enjoy the teaching style described in this project. Do you think this method of teaching can be used for other topics?
Amazing!
This is such amazing work, could it be applied to other important Geriatric Med issues too?
Other topics
Yes, absolutely! I am trying to think of a continence station at the moment.. if you have any ideas of any other stains please let me know!!
Thank you for viewing the poster and commenting
Excellent work! As a current…
Scope of the teaching
This sounds like a fantastic opportunity for medical students - immersive learning can have such an impact. Were all students able to take part in this teaching from the cohort?