TY - JOUR
T1 - Impact of co-designed game learning on cultural safety in colombian medical education
T2 - Protocol for a randomized controlled trial
AU - Pimentel, Juan
AU - Cockcroft, Anne
AU - Andersson, Neil
N1 - Funding Information:
This study was financed by 2 travel awards awarded to the first author by McGill University: the Norman Bethune Award for Global Health and the Graduate Mobility Award. The first author is supported by the Centro de Estudios Interdisciplinarios Básicos y Aplicados Foundation (Colombia) and the Fonds de recherche du Québec–Santé (Canada). This did not influence the design, execution, or publication of the study. Cassandra Laurie helped proofread the final version of the manuscript and supported its write-up. Germán Zuluaga, Andrés Isaza, Andrés Cañón, Iván Sarmiento, and Camilo Correal provided methodological advice on cultural safety and medical education. The students and professors from the Faculty of Medicine at La Sabana University support the study.
Publisher Copyright:
© Juan Pimentel, Anne Cockcroft, Neil Andersson.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/8/31
Y1 - 2020/8/31
N2 - Background: Cultural safety encourages practitioners to examine how their own culture shapes their clinical practice and to respect their patients'worldviews. Lack of cultural safety in health care is linked to stigma and discrimination toward culturally diverse patients. Training in cultural safety poses considerable challenges. It is an unappealing subject for medical students and requires behavioral changes in their clinical practice. Game jams - collaborative workshops to create and play games - have recently shown effectiveness and engaging potential in university-level education. Objective: The trial aims to determine if medical students' participation in a game jam to design an educational game on cultural safety is more effective than a standard lesson on cultural safety in terms of change in the students' self-reported intended patient-oriented behavior. Methods: A parallel-group, 2-arm randomized controlled trial with a 1:1 allocation ratio will randomize 340 medical students and 60 medical interns (n=400) at the Faculty of Medicine at La Sabana University, Colombia (170 students and 30 medical interns to each arm). The intervention group will participate in an 8-hour game jam comprising (1) a preliminary lecture on cultural safety and game design, (2) a game building session where groups of students will create educational games about cultural safety, and (3) a play-test session in which students will play and learn from each other's games. The control group will receive a standard lesson, including a 2-hour lecture on cultural safety, followed by a 6-hour workshop to create posters about cultural safety. Web-based self-administered 30-item Likert-type questionnaires will assess cultural safety self-reported intended behavior before, immediately after, and 6 months after the intervention. An intention-to-treat approach will use a t-test with 95% CIs to determine the significance of the effect of the intervention, including within- and between-group comparisons. The qualitative most significant change technique will explore the impact of the intervention on the clinical experience of the students. Results: Study enrollment began in July 2019. A total of 531 students completed the baseline survey and were randomized. Data collection is expected to be complete by July 2020, and results are expected in October 2020. The study was approved by the institutional review board of the Faculty of Medicine at McGill University (May 31, 2017) and by the Subcommittee for Research of the Faculty of Medicine at La Sabana University (approval number 445). Conclusions: The research will develop participatory methods in game-based learning co-design that might be relevant to other subjects. Ultimately, it should foster improved cultural safety skills for medical students, improve the quality of health services for diverse cultural groups, and contribute to enhanced population health. Game learning may provide an innovative solution to a long-standing and neglected problem in medical education, helping to meet the educational expectations and needs of millennial medical students.
AB - Background: Cultural safety encourages practitioners to examine how their own culture shapes their clinical practice and to respect their patients'worldviews. Lack of cultural safety in health care is linked to stigma and discrimination toward culturally diverse patients. Training in cultural safety poses considerable challenges. It is an unappealing subject for medical students and requires behavioral changes in their clinical practice. Game jams - collaborative workshops to create and play games - have recently shown effectiveness and engaging potential in university-level education. Objective: The trial aims to determine if medical students' participation in a game jam to design an educational game on cultural safety is more effective than a standard lesson on cultural safety in terms of change in the students' self-reported intended patient-oriented behavior. Methods: A parallel-group, 2-arm randomized controlled trial with a 1:1 allocation ratio will randomize 340 medical students and 60 medical interns (n=400) at the Faculty of Medicine at La Sabana University, Colombia (170 students and 30 medical interns to each arm). The intervention group will participate in an 8-hour game jam comprising (1) a preliminary lecture on cultural safety and game design, (2) a game building session where groups of students will create educational games about cultural safety, and (3) a play-test session in which students will play and learn from each other's games. The control group will receive a standard lesson, including a 2-hour lecture on cultural safety, followed by a 6-hour workshop to create posters about cultural safety. Web-based self-administered 30-item Likert-type questionnaires will assess cultural safety self-reported intended behavior before, immediately after, and 6 months after the intervention. An intention-to-treat approach will use a t-test with 95% CIs to determine the significance of the effect of the intervention, including within- and between-group comparisons. The qualitative most significant change technique will explore the impact of the intervention on the clinical experience of the students. Results: Study enrollment began in July 2019. A total of 531 students completed the baseline survey and were randomized. Data collection is expected to be complete by July 2020, and results are expected in October 2020. The study was approved by the institutional review board of the Faculty of Medicine at McGill University (May 31, 2017) and by the Subcommittee for Research of the Faculty of Medicine at La Sabana University (approval number 445). Conclusions: The research will develop participatory methods in game-based learning co-design that might be relevant to other subjects. Ultimately, it should foster improved cultural safety skills for medical students, improve the quality of health services for diverse cultural groups, and contribute to enhanced population health. Game learning may provide an innovative solution to a long-standing and neglected problem in medical education, helping to meet the educational expectations and needs of millennial medical students.
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U2 - 10.2196/17297
DO - 10.2196/17297
M3 - Research Article
C2 - 32442146
AN - SCOPUS:85095680774
SN - 1929-0748
VL - 9
JO - JMIR Research Protocols
JF - JMIR Research Protocols
IS - 8
M1 - e17297
ER -