BMC Medical Education (Jul 2024)

Digital education about delirium for health care professional students: a mixed methods systematic review

  • Dympna Tuohy,
  • Pauline Boland,
  • Patrick Stark,
  • Lana Cook,
  • Tara Anderson,
  • Heather E. Barry,
  • Matt Birch,
  • Christine Brown-Wilson,
  • Emma Cunningham,
  • James McMahon,
  • Margaret Graham,
  • Geoffrey M. Curran,
  • Gary Mitchell,
  • Jill Murphy,
  • Audrey Tierney,
  • Alice Coffey

DOI
https://doi.org/10.1186/s12909-024-05725-3
Journal volume & issue
Vol. 24, no. 1
pp. 1 – 11

Abstract

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Abstract Background Competence in delirium care begins with pre-registration education for health care professionals. Although a common complication for hospitalised patients, delirium is avoidable and reversible. Delirium requires early recognition in person-centred care. Students need to learn how to identify and effectively care for ‘at risk’ patients. Aim To identify and examine literature on how pre-registration health care professional students are prepared to recognise, assess, and deliver interventions to prevent delirium in practice, using digital/web based educational interventions. Method Mixed methods systematic review with narrative synthesis. A protocol was registered with PROSPERO. The review questions and search strategy were guided by the Population, Phenomena of Interest, Context (PICo) framework. The PRISMA framework guided the screening, data extraction and analysis. Database searches (MEDLINE, Web of Science, Embase, CINAHL, Cochrane Central Register of Controlled Trials, PsycINFO & Scopus) were undertaken in April 2023 for publications from 2012 to 2023. Covidence software [30] was used to extract and manage the data. Quality appraisal was guided by the Crowe Critical Appraisal Tool (CCAT) [31]. Findings Ten papers were included: mixed methods (2), qualitative (1) and quantitative (7). Medical students were the most studied group (n = 5), followed by student nurses (n = 4) and mixed nursing and medical students (n = 1). Length of learning experience varied from 12 min virtual reality (VR) to a two-week ‘geriatrics’ elective. Learning was enhanced by player autonomy, engagement, safety, applicability, choices, multiple perspectives and moral reasoning opportunities. Discussion Digital programmes should be visually appealing, interactive with opportunities for practice and timely appropriate feedback.

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