A NEW CARD GAME IN HYPERTENSION FOR CONTINUING EDUCATION AMONG HEALTH PROFESSIONALS

Objective: To create a card game for continuing education in Hypertension for health professionals. Design and method: We designed an analog card game for disseminating new guidelines of Hypertension. There are 5 possible patients, players choose one card and play with the patient/card of their choice. Each patient has 8 clinical scenarios that they have to solve in parallel, firstly among each team and then sharing with the other teams. Each scenario is different for each patient, but they cover the same area of knowledge (1. Diagnosis, 2. Blood pressure measurement, 3. ABPM and HBPM, 4. Initial assessment in a visit, 5. Initial assessment through explorations, 6. Non-pharmacological treatment, 7. Pharmacological treatment, 8. Follow-up). In some scenarios, players can choose different cards taking different paths each game. At the end of each scenario, they roll the dices and according to this number, and if the answer is correct, the initial blood pressure of the patient/card is decreasing or rising. The winning team is the one who makes a more important change of blood pressure and/or those who bring their patient to their objective control. Results: We held 6 sessions with 96 participants in total, the qualitative evaluation was positive. The game is more profitable if the participants work in the same health care. Most of the participants agreed the two-hour game is too short (usually we are only able to cover 5 of the scenarios). The game is now registered in an open to share license. Conclusions: This game-based learning activity is innovative and well rated, we are being asked for new sessions and longer experiences in the next national congress of family medicine. Studies for quantitative evaluation of satisfaction and learning are being carried out. In addition, we want to develop a study that compares satisfaction and learning with a more classical activity.

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Publication Details

Journal
Journal of Hypertension
Published
2025-05-01
DOI
https://doi.org/10.1097/01.hjh.0001117296.54046.a6
Primary Topic
Health and Well-being Studies
Type
article
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article

A NEW CARD GAME IN HYPERTENSION FOR CONTINUING EDUCATION AMONG HEALTH PROFESSIONALS

Mència Benítez, Mar Serrat-Costa, Lidia González-Gil, Joan Torras-Borrell et al.
Journal of Hypertension
Health and Well-being Studies
article

A NEW CARD GAME IN HYPERTENSION FOR CONTINUING EDUCATION AMONG HEALTH PROFESSIONALS

Mència Benítez, Mar Serrat-Costa, Lidia González-Gil, Joan Torras-Borrell, Mireia Gibrat-Pineda, Oriol Rebagliato-Nadal, Marta Vanrell-Nicolau, Laura Camps-Vila, Jordi Rosinach-Bonet, Melania Priego-Artero, Maria Cecilia-Salgueiro
article en

Abstract

Objective: To create a card game for continuing education in Hypertension for health professionals. Design and method: We designed an analog card game for disseminating new guidelines of Hypertension. There are 5 possible patients, players choose one card and play with the patient/card of their choice. Each patient has 8 clinical scenarios that they have to solve in parallel, firstly among each team and then sharing with the other teams. Each scenario is different for each patient, but they cover the same area of knowledge (1. Diagnosis, 2. Blood pressure measurement, 3. ABPM and HBPM, 4. Initial assessment in a visit, 5. Initial assessment through explorations, 6. Non-pharmacological treatment, 7. Pharmacological treatment, 8. Follow-up). In some scenarios, players can choose different cards taking different paths each game. At the end of each scenario, they roll the dices and according to this number, and if the answer is correct, the initial blood pressure of the patient/card is decreasing or rising. The winning team is the one who makes a more important change of blood pressure and/or those who bring their patient to their objective control. Results: We held 6 sessions with 96 participants in total, the qualitative evaluation was positive. The game is more profitable if the participants work in the same health care. Most of the participants agreed the two-hour game is too short (usually we are only able to cover 5 of the scenarios). The game is now registered in an open to share license. Conclusions: This game-based learning activity is innovative and well rated, we are being asked for new sessions and longer experiences in the next national congress of family medicine. Studies for quantitative evaluation of satisfaction and learning are being carried out. In addition, we want to develop a study that compares satisfaction and learning with a more classical activity.

Journal of HypertensionVol. 43(Suppl 1)
Universitat de Lleida (ES), Clínica Girona (ES), Consorci d’Atenció Primària de Salut Barcelona Esquerra (ES), Consorci Sanitari de Terrassa (ES)
Openalex Percentile: Top 84%
Health and Well-being Studies
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