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Published byJob Kelley Modified over 9 years ago
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IMPROVING THE WAY OF ‘LABORATORY REQUESTING’ Joost Oremus Roel Esten Utrecht University
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CONTENT Problem Context Analysis Solution Field Research Design Conclusion
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PROBLEM Too many laboratory tests requests Leads to high costs Uncertainty because of False positives How to educate not Traditional (static) Digital (interactive)
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LITERATURE STUDY Doctors perform ‘protocol thinking ’while requesting lab tests (Hasman et al., 1993) Reducing ‘protocol thinking’ will improve financial issues and the outcomes for patients (Plebani, 1999) Doctors’ fear of over- looking diseases (Noguchi et al.,2004)
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LITERATURE STUDY High availability of smartphones under students and doctors (Franko and Tirrell, 2012) Many students own medical apps and like using them, including serious games (Payne, Wharrad and Watts, 2012 & Kron et al., 2010) Using simulation techniques has no negative impact on performance of students (Watson et al., 2012) Simulated cases aid in improving the students’ capacity to critically analyze and interpret the clinical pathology data. (Subhashree & Shanthi, 2013)
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SOLUTION Serious game on a smartphone / tablet Teacher creating cases to solve Directed at students and doctors Part of their education (students) Part of retraining (doctors) Interactive and competitive
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FIELD RESEARCH STUDY Randomized controlled trial 4 groups Students with app versus students without app Doctors with app versus students without app Testing App scores (Students versus Doctors) Exam scores (app-students versus non app-students) # Lab requests (app-doctors versus non app-doctors)
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Full population (160) Students (18-22) (80) Doctors (35-55) (80) App-users (40) Non App-users (40) App-users (40) Non App-users (40) Test by Δ in app scores Test by Δ in exam score Test by Δ in lab test requests
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CONCLUSION We propose to develop a serious game that uses simulated cases to overcome protocol thinking and to teach critical thinking in an interactive and competitive manner.
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