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Completed

NCT Number: NCT03176251

Applying Gamification to Postgraduate Endoscopic Training

Simulation-based training curricula for gastrointestinal endoscopy have been developed and have been shown to be effective. It is possible that these curricula may be further improved. Gamification, the application of game-design principles to non-game contexts, has been shown to improve learning and skill performance in medical education. In gastrointestinal endoscopy, however, no dedicated curricula have been developed using gamification principles. We aim to evaluate the impact of applying gamification to a curriculum using SBT in endoscopy on clinical performance, compared to an identical curriculum without gamification. 36 novice endoscopists from the general surgery and gastroenterology programs at the University of Toronto will be recruited. Participants will be randomized into two groups: the Conventional Training Curriculum (CTC) Group, in which participants will receive 6 hours of training on a simulator augmented with expert feedback and interlaced with 4 hours of didactic training on the theory of colonoscopy; and the Gamified Integrated Curriculum (GIC) Group, in which participants will receive the same curriculum, using the following applications of gamified learning: a leaderboard of participant performances; badges for achievement of training landmarks; and rewards for top performance. Participants will be trained to perform colonoscopies progressively moving from a low to high complexity simulators, starting with the bench-top model (1 hour) and then moving to the EndoVR® virtual reality (VR) gastroenterology simulator (5 hours). Performance will be assessed at three points: prior to training (pre-test), immediately after training (acquisition post-test) and 4-6 weeks after training (retention test). Assessment will take place on the simulator at all three time points and during two live colonoscopies at the retention test. The primary outcome measure will be the difference in clinical colonoscopy performance between the two training groups, as assessed by the Joint Advisory Group for GI Endoscopy Direct Observation of Procedural Skills (JAG/DOPS). We aim to have data collection finished by 2018. Our results have the potential to improve existing curricula for training in colonoscopy. Moreover, the development of a gamified curriculum in procedural skills may have applicability to other specialities, such as general surgery and anesthesiology.

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Key information

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

St. Michael's Hospital

Toronto, Ontario, M5B 1W8, Canada

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Participants must be novice endoscopists enrolled in general surgery, adult gastroenterology and pediatric gastroenterology programs at the University of Toronto

Exclusion criteria

  • Participants will be excluded if they have performed 25 or more real or simulated endoscopic procedures

Treatment and study plan

Gamified-Integrated Curriculum

Other

The experimental group will receive identical training compared to the control group, with the additional incorporation of several elements of gamification, as outlined in the Arm/Group descriptions.

Primary outcomes

  1. Performance on a clinical colonoscopy

    Time frame: 4-6 weeks post-intervention

    Difference between the control and intervention groups during two clinical colonoscopies as assessed by two independent, blinded, expert endoscopists using the Joint Advisory Group for GI Endoscopy Direct Observation of Procedural Skills (JAG/DOPS)

Secondary outcomes

  1. Procedural Knowledge

    Time frame: Pre-intervention and immediate post-intervention

    Differences between the two groups with respect to procedural knowledge as assessed by multiple-choice questionnaires

  2. Non-technical performance

    Time frame: 4-6 weeks post-intervention

    Differences between the two groups with respect to non-technical performance during clinical colonoscopies and an integrated scenario format test 4-6 weeks after training, as assessed by the modified objective structured assessment of nontechnical skills (M-OSANTS)

  3. Patient comfort

    Time frame: 4-6 weeks post-intervention

    Differences between the two groups with respect to patient comfort during the clinical colonoscopies, as assessed by the Nurse-Assessed Patient Comfort Score (NAPCOMS)

  4. Participant self-efficacy

    Time frame: Pre-intervention, immediate post-intervention, and 4-6 weeks post-intervention

    Differences between the two groups with respect to participant self-efficacy, as measured by an adapted scale based on the General Self-Efficacy Scale

  5. Cognitive load

    Time frame: Pre-intervention, immediate post-intervention, and 4-6 weeks post-intervention

    Differences between the two groups with respect to cognitive load, as measured by the Cognitive Load Scale for Colonoscopy

  6. Technical performance

    Time frame: Immediate post-intervention and 4-6 weeks post-intervention

    Difference between the two groups with respect to technical performance on a VR simulated colonoscopies as assessed through the JAG/DOPS

  7. Participant competitiveness

    Time frame: Pre-intervention

    Difference between the two groups with respect to competitiveness as measured using the Revised Competitiveness Index

Sponsors and collaborators

Lead sponsor

Unity Health Toronto

Other

Registry information

Official study title

Gamification of a Virtual-reality Simulation Curriculum in Endoscopy: Impact on Clinical Performance

Important dates

Study start
2017
Primary completion
2019
Study completion
2019
First posted
Jun 5, 2017
Registry last updated
Jan 14, 2021

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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