InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians
- Leandro Arthur Diehl1*, MD, MSc, PhD ;
- Rodrigo Martins Souza2*, BArch, MBA in IT ;
- Pedro Alejandro Gordan1*, MD, PhD, MEd ;
- Roberto Zonato Esteves3,4*, MD, PhD ;
- Izabel Cristina Meister Coelho4*, MD, PhD
1Internal Medicine Department, Health Sciences Center, Londrina State University (UEL), Londrina PR, Brazil
2Games Division, Oniria Software Industry, Londrina PR, Brazil
3Medicine Department, Maringá State University (UEM), Maringá PR, Brazil
4Pró-Ensino na Saúde, Pequeno Príncipe College, Pequeno Príncipe Complex, Curitiba PR, Brazil
*all authors contributed equally
2Games Division, Oniria Software Industry, Londrina PR, Brazil
3Medicine Department, Maringá State University (UEM), Maringá PR, Brazil
4Pró-Ensino na Saúde, Pequeno Príncipe College, Pequeno Príncipe Complex, Curitiba PR, Brazil
*all authors contributed equally
ABSTRACT
Background: Most
patients with diabetes mellitus (DM) are followed by primary care
physicians, who often lack knowledge or confidence to prescribe insulin
properly. This contributes to clinical inertia and poor glycemic
control. Effectiveness of traditional continuing medical education (CME)
to solve that is limited, so new approaches are required. Electronic
games are a good option, as they can be very effective and easily
disseminated.
Objective: The
objective of our study was to assess applicability, user acceptance,
and educational effectiveness of InsuOnline, an electronic serious game
for medical education on insulin therapy for DM, compared with a
traditional CME activity.
Methods: Primary
care physicians (PCPs) from South of Brazil were invited by phone or
email to participate in an unblinded randomized controlled trial and
randomly allocated to play the game InsuOnline, installed as an app in
their own computers, at the time of their choice, with minimal or no
external guidance, or to participate in a traditional CME session,
composed by onsite lectures and cases discussion. Both interventions had
the same content and duration (~4 h). Applicability was assessed by the
number of subjects who completed the assigned intervention in each
group. Insulin-prescribing competence (factual knowledge,
problem-solving skills, and attitudes) was self-assessed through a
questionnaire applied before, immediately after, and 3 months after the
interventions. Acceptance of the intervention (satisfaction and
perceived importance for clinical practice) was also assessed
immediately after and 3 months after the interventions, respectively.
Results: Subjects’
characteristics were similar between groups (mean age 38, 51.4%
[69/134] male). In the game group, 69 of 88 (78%) completed the
intervention, compared with 65 of 73 (89%) in the control group, with no
difference in applicability. Percentage of right answers in the
competence subscale, which was 52% at the baseline in both groups,
significantly improved immediately after both interventions to 92% in
the game group and to 85% in control (P<.001). After 3 months,
it remained significantly higher than that at the baseline in both
groups (80% in game, and 76% in control; P<.001). Absolute increase in competence score was better with the game (40%) than with traditional CME (34%; P=.01).
Insulin-related attitudes were improved both after the game
(significant improvement in 4 of 9 items) and after control activity (3
of 9). Both interventions were very well accepted, with most subjects
rating them as “fun or pleasant,” “useful,” and “practice-changing.”
Conclusions: The
game InsuOnline was applicable, very well accepted, and highly
effective for medical education on insulin therapy. In view of its
flexibility and easy dissemination, it is a valid option for large-scale
CME, potentially helping to reduce clinical inertia and to improve
quality of care for DM patients.
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