2019
DOI: 10.1002/aet2.10409
|View full text |Cite
|
Sign up to set email alerts
|

Engaging Emergency Medicine Influencers in Sex‐ and Gender‐based Medicine: Lessons Learned from the Sex and Gender Interest Group in Emergency Medicine and the SAEM Jeopardy Game

Abstract: The Sex and Gender in Emergency Medicine (SGEM) interest group of the Society of Academic Emergency Medicine (SAEM) was established to increase research and to disseminate knowledge about the influence of sex and/or gender in acute care medicine and on patient outcomes. To help facilitate these goals, over the past 4 years, SGEM has created, delivered, and honed a Jeopardy-like scientific quiz game for the annual SAEM national meeting. Here we describe the SAEM Jeopardy Game's development, implementation, evol… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 15 publications
0
2
0
Order By: Relevance
“…Systematic reviews of gamification in health professions education confirm that gamification has attracted the attention of educational researchers during the last few years, but there remains a scarcity of evidence and need for further theory-driven research [19][20][21]. In emergency medicine, we have seen success in gamification in various forms: game showstyle quizzing [7][8][9], simulation competitions [10][11][12], escape rooms [13][14][15], and more. However, to our knowledge, this is the first study to consider these impacts of gamification in a longitudinal fashion.…”
Section: Item No 13 On Post-intervention Survey Solicited "Comments" ...mentioning
confidence: 99%
See 1 more Smart Citation
“…Systematic reviews of gamification in health professions education confirm that gamification has attracted the attention of educational researchers during the last few years, but there remains a scarcity of evidence and need for further theory-driven research [19][20][21]. In emergency medicine, we have seen success in gamification in various forms: game showstyle quizzing [7][8][9], simulation competitions [10][11][12], escape rooms [13][14][15], and more. However, to our knowledge, this is the first study to consider these impacts of gamification in a longitudinal fashion.…”
Section: Item No 13 On Post-intervention Survey Solicited "Comments" ...mentioning
confidence: 99%
“…Although emergency medicine may be leading the way, existing gamification projects are typically single sessions, narrowly focused on a particular content area, and heavily reliant on quiz-style gaming [7][8][9][10][11][12][13][14][15]. Instead, we sought to investigate the impact of a long-running game held longitudinally throughout an entire academic year.…”
Section: Introductionmentioning
confidence: 99%