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Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a
Ahmad Nizamuddin Bin Jipli1, Ahmad M S Elaklouk1, Anas Shikha2
1Creative Computing (CC) programme area, School of Computing and Informatics, Universiti Teknologi Brunei, Jalan Tungku Link Gadong, Bandar Seri Begawan, Brunei-Muara District, BE1410, Brunei Darussalam, 673 2461020.
Background:
Gamification, defined as the application of game design principles in nongame contexts, has garnered increasing attention for its potential to enhance motivation and engagement across various fields, including medical education and training. However, there is a lack of virtual reality (VR)-based simulations on pneumatic reduction of intussusception (PRI) in children in Brunei, thereby limiting practical training opportunities for medical students and surgical trainees.
Objective:
This study aims to obtain experts' reviews of proposed gamification guidelines by conceptualizing a gamified training prototype for pneumatic reduction of intussusception.
Methods:
The design science research methodology (DSRM) was adopted using an iterative development approach. Guidelines for designing gamified training interventions were first identified through a prior systematic literature review. These guidelines were then implemented in the development of a low-fidelity VR prototype as a proof of concept. A qualitative formative evaluation was conducted through a semistructured focus group discussion with 6 healthcare professional participants involved in the pediatric intussusception process.
Results:
Participants' formative evaluation indicated that the embedded guidelines could assist in providing effective VR simulation for PRI. The low-fidelity prototype was clear, consistent, and well-aligned with PRI procedures and processes by the participants. The prototype showed promise as an intervention to ensure and enhance trainee motivation and engagement. The overall layout was seen as appealing. Results are presented and discussed with detailed feedback and recommendations for further improvement.
Conclusions:
This study can be viewed as a contribution to the developing literature on the gamification of medical training by exploring the possibility of applying the guidelines to the conceptual design of a gamified training prototype. The findings indicate that the prototype and its design approach are initially accepted by experts. Subsequent research will consist of creating a high-fidelity prototype and testing it with a larger, more varied sample of participants, including surgeons and medical students, to verify its effectiveness and generalizability.