Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education
Abstract
:1. Introduction
2. Background
2.1. Challenges for Learning Phlebotomy
2.2. Tools Supporting Phlebotomy Learning
3. Materials and Methods
3.1. Implementation of StikkApp
3.2. Ethical Considerations
3.3. Study Population
3.4. Data and Information Collection
3.5. Questionnaires
3.6. Summative Assessment (Written Exam)
3.7. Semi-Structured Interviews
- 1.
- Introduction
- 2.
- Information
- 3.
- Previous experiences
- 4.
- Key questions
- 5.
- Summary
3.8. Statistical Analysis and Software
4. Results
4.1. Questionnaire Results
4.1.1. Comparability across Groups and Overall Learning Preferences
4.1.2. StikkApp User Perspectives
4.2. Summative Assessment Results
4.3. Interview Results
- expectations to serious games,
- challenges of training phlebotomy skills,
- perception of serious games based on experiences in utilizing serious games for phlebotomy training, and
- suggestions and visions of using serious games in future learning.
4.3.1. Students’ General Expectations of Serious Games
4.3.2. Challenges for Learning Phlebotomy
4.3.3. Students’ Experiences and Perception for Testing StikkApp as a Learning Resource for Phlebotomy-Training
4.3.4. Students’ Suggestions and Visions of Serious Games in the Future
- Capillary blood sampling.
- Laboratory analysis of blood samples. Especially procedures that they do not get to train at school because of a lack of resources, such as butterfly kits for blood sampling.
- The structure of instruments.
- An app as a supplement to the lab booklet.
- Sources of error—what went wrong, and what were the consequences?
- This would help to relieve the fear of destroying something when inexperienced.
- Another help would be seeing the consequences beforehand, which might reduce nervousness.
4.4. Summary of Results
- (i)
- Most students perceived the DGBL application StikkApp to be an engaging and effective learning method for learning how to perform the phlebotomy procedure, and even—for some students—to reduce phlebotomy-related anxiety.
- (ii)
- Students were motivated by experiencing the possibility of impacting the development of the DGBL.
- (iii)
- The cohort comparison of the students’ scores after the final exam for the question focusing on the procedural content indicated a small but statistically significant better efficacy for the StikkApp user group.
- (iv)
- Students’ expectations of serious games in learning the phlebotomy procedure: It was acknowledged that serious games are expected to motivate and provide learning opportunities that are fun and engaging. This expectation is high, possibly because of earlier experiences with games. Variation, adjustable difficulty, ease of use, and feedback are important features. Serious games can be used for assessment as well, but it has been emphasized that it is important to strike a balance and ensure that the game is primarily used for fun and engaging learning.
- (v)
- Identified challenges of training phlebotomy skills: Overall, a fear of hurting the patient and mental overload from the amount of new equipment can be important early obstacles for learning the procedure. These mental challenges resulted in procedural steps being missed and out of order, a lack of overview, and neglected communication with the patient. A current lack of tactile training opportunities was also emphasized.
- (vi)
- Different perceptions of serious games based on experiences utilizing StikkApp for phlebotomy training: The game was beneficial for learning the order of actions and blood tubes to choose. In general, it helped us gain familiarity with the equipment, allowing frequent training on an available learning tool. Preparation, repeated training, and self-assessment were especially appreciated aspects. By using serious games, the students could more easily understand the procedures and have more variation and interactivity in their learning methods. However, they would like even more variation in learning scenarios providing examples of different patients and access to additional, difficult situations.
- (vii)
- Suggestions and visions of utilizing serious games in future students’ learning: The students believe that it is important to use serious games as learning tools for increasing engagement, but also that they could be used as assessment tools in a limited capacity. Shorter competitive sessions can engage the students. Ensuring the availability of the games is highly important. In that regard, targeting mobile phones would be good. Availability was a drawback of immersive VR, but interesting for practicing patient communication, trying out demanding situations, and real workplaces, as it allows them to experience those situations more vividly. Serious games providing realistic tactile interaction were noted as compelling.
5. Discussion and Future Work
5.1. Game-Based Learning vs. Game-Based Teaching
5.2. Serious Games for Reducing Nervousness
5.3. Procedural Knowledge and Skill-Based Knowledge
- 6.
- Training the venipuncture skill. For these more immersive technologies, allowing dexterity training would be preferred.
- 7.
- Learning the surrounding situation, such as correct order of actions, proper communication with the patient, choosing the correct blood tubes for the analysis to be made etc. To achieve such knowledge and competencies, more accessible technologies would be enough, e.g., mobile phones or computer surfaces.
- 8.
- Learning from context. It would be beneficial to have another application for understanding how one and the same procedure and skills can be trained in different contexts. The students need to learn to take blood at schools, hospitals, or refugee camps [34]. They also need to take blood from different patients, and difficulties in such situations need to be trained for.
5.4. Learning Context
5.5. Methodological Considerations
5.6. Future Work
6. Conclusions
7. Patents
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Date (Course Week) | Event | Data Collection/Action | Target Group | Control Group |
---|---|---|---|---|
20 January 2020 (Week 1) | Access to StikkApp | Online in a Web browser | 20 students | 34 students |
21–23 January 2020 (Week 1) | First phlebotomy training | Questionnaires (Baseline) | 20 students | 34 students |
3–5 March 2020 (Week 6) | Sixth phlebotomy training | Questionnaires (6-week) | 20 students | 34 students |
20 May 2020 (Week 18) | Summative exam | Comparative results | 19 students | 36 students |
18 August 2020 (Week 31) | Focus group interview | Semi-structured recorded video conference | 4 students |
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Frøland, T.H.; Heldal, I.; Braseth, T.A.; Nygård, I.; Sjøholt, G.; Ersvær, E. Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education. Computers 2022, 11, 59. https://doi.org/10.3390/computers11050059
Frøland TH, Heldal I, Braseth TA, Nygård I, Sjøholt G, Ersvær E. Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education. Computers. 2022; 11(5):59. https://doi.org/10.3390/computers11050059
Chicago/Turabian StyleFrøland, Tord Hettervik, Ilona Heldal, Turid Aarhus Braseth, Irene Nygård, Gry Sjøholt, and Elisabeth Ersvær. 2022. "Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education" Computers 11, no. 5: 59. https://doi.org/10.3390/computers11050059
APA StyleFrøland, T. H., Heldal, I., Braseth, T. A., Nygård, I., Sjøholt, G., & Ersvær, E. (2022). Digital Game-Based Support for Learning the Phlebotomy Procedure in the Biomedical Laboratory Scientist Education. Computers, 11(5), 59. https://doi.org/10.3390/computers11050059