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Doctoral physical therapy students' increased confidence following exploration of active video gaming systems in a problem-based learning curriculum in the United States: a pre- and post-intervention study.
- Source :
- Journal of Educational Evaluation for Health Professions; 2022, Vol. 19, p1-8, 8p
- Publication Year :
- 2022
-
Abstract
- Purpose: Active video gaming (AVG) is used in physical therapy (PT) to treat individuals with a variety of diagnoses across the lifespan. The literature supports improvements in balance, cardiovascular endurance, and motor control; however, evidence is lacking regarding the implementation of AVG in PT education. This study investigated doctoral physical therapy (DPT) students' confidence following active exploration of AVG systems as a PT intervention in the United States. Methods: This pretest-posttest study included 60 DPT students in 2017 (cohort 1) and 55 students in 2018 (cohort 2) enrolled in a problem-based learning curriculum. AVG systems were embedded into patient cases and 2 interactive laboratory classes across 2 consecutive semesters (April--December 2017 and April--December 2018). Participants completed a 31-question survey before the intervention and 8 months later. Students' confidence was rated for general use, game selection, plan of care, set-up, documentation, setting, and demographics. Descriptive statistics and the Wilcoxon signed-rank test were used to compare differences in confidence pre- and post-intervention. Results: Both cohorts showed increased confidence at the post-test, with median (interquartile range) scores as follows: cohort 1: pretest, 57.1 (44.3--63.5); post-test, 79.1 (73.1--85.4); and cohort 2: pre-test, 61.4 (48.0--70.7); post-test, 89.3 (80.0--93.2). Cohort 2 was significantly more confident at baseline than cohort 1 (P<0.05). In cohort 1, students' data were paired and confidence levels significantly increased in all domains: use, Z=-6.2 (P<0.01); selection, Z=-5.9 (P<0.01); plan of care, Z=-6.0 (P<0.01); set-up, Z=-5.5 (P<0.01); documentation, Z=-6.0 (P<0.01); setting, Z=-6.3 (P<0.01); and total score, Z=-6.4 (P<0.01). Conclusion: Structured, active experiences with AVG resulted in a significant increase in students' confidence. As technology advances in healthcare delivery, it is essential to expose students to these technologies in the classroom. [ABSTRACT FROM AUTHOR]
- Subjects :
- PHYSICAL therapy students
STATISTICS
CONFIDENCE
RESEARCH methodology
PROBLEM-based learning
CURRICULUM
PRE-tests & post-tests
MEDICAL protocols
DOCUMENTATION
EXPERIENCE
PHYSICAL therapy education
DOCTORAL programs
DESCRIPTIVE statistics
STUDENTS
STROKE rehabilitation
PARKINSON'S disease
QUESTIONNAIRES
DATA analysis
STATISTICAL sampling
DATA analysis software
EXERCISE video games
LONGITUDINAL method
Subjects
Details
- Language :
- English
- ISSN :
- 19755937
- Volume :
- 19
- Database :
- Complementary Index
- Journal :
- Journal of Educational Evaluation for Health Professions
- Publication Type :
- Academic Journal
- Accession number :
- 161333801
- Full Text :
- https://doi.org/10.3352/jeehp.2022.19.7