Literature DB >> 18482292

Learning while having fun: the use of video gaming to teach geriatric house calls to medical students.

Gustavo Duque1, Shek Fung, Louise Mallet, Nancy Posel, David Fleiszer.   

Abstract

Although most health professionals perform home visits, there is not a structured method for performing them. In addition, in-training health professionals' exposure to home visits is limited for logistical reasons. A new method for medical students to learn how to perform an effective home visit was developed using an instructional video game. It was expected that students would learn the principles of a home visit using a video game while identifying the usefulness of video gaming (edutainment) in geriatrics education. A video game was created simulating a patient's house that the students were able to explore. Students played against time and distracters while being expected to click on those elements that they considered to be risk factors for falls or harmful for the patient. At the end of the game, the students received feedback on the chosen elements that were right or wrong. Finally, evaluation of the tool was obtained using pre- and posttests and pre- and postexposure feedback surveys. Fifty-six fourth-year medical students used the video game and completed the tests and the feedback surveys. This method showed a high level of engagement that is associated with improvement in knowledge. Additionally, users' feedback indicated that it was an innovative approach to the teaching of health sciences. In summary, this method provides medical students with a fun and structured experience that has an effect not only on their learning, but also on their understanding of the particular needs of the elderly population.

Entities:  

Mesh:

Year:  2008        PMID: 18482292     DOI: 10.1111/j.1532-5415.2008.01759.x

Source DB:  PubMed          Journal:  J Am Geriatr Soc        ISSN: 0002-8614            Impact factor:   5.562


  8 in total

1.  Think Games on the Fly, Not Gamify: Issues in Game-Based Learning Research.

Authors:  Stephen T Slota; Michael F Young
Journal:  J Grad Med Educ       Date:  2014-12

2.  Successful learning of surgical liver anatomy in a computer-based teaching module.

Authors:  Felix Nickel; Jonathan D Hendrie; Thomas Bruckner; Karl F Kowalewski; Hannes G Kenngott; Beat P Müller-Stich; Lars Fischer
Journal:  Int J Comput Assist Radiol Surg       Date:  2016-02-12       Impact factor: 2.924

3.  The Conversations About Cancer (CAC) project: assessing feasibility and audience impacts from viewing The Cancer Play.

Authors:  Wayne A Beach; Mary K Buller; David M Dozier; David B Buller; Kyle Gutzmer
Journal:  Health Commun       Date:  2013-10-07

Review 4.  Using Technology to Meet the Challenges of Medical Education.

Authors:  Phyllis A Guze
Journal:  Trans Am Clin Climatol Assoc       Date:  2015

5.  The Conversations About Cancer (CAC) Project-Phase II: National findings from viewing When Cancer Calls…and implications for Entertainment-Education (E-E).

Authors:  Wayne A Beach; David M Dozier; Mary K Buller; Kyle Gutzmer; Lyndsay Fluharty; Valerie H Myers; David B Buller
Journal:  Patient Educ Couns       Date:  2015-10-17

6.  Final-year medical students' perceptions regarding the curriculum in public health.

Authors:  Mitrakrishnan Rayno Navinan; Dilushi Rowena Wijayaratne; Senaka Rajapakse
Journal:  Indian J Community Med       Date:  2011-10

7.  Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study.

Authors:  Hussain Alyami; Mohammed Alawami; Mataroria Lyndon; Mohsen Alyami; Christin Coomarasamy; Marcus Henning; Andrew Hill; Frederick Sundram
Journal:  JMIR Serious Games       Date:  2019-09-26       Impact factor: 4.143

8.  Medical Student Evaluation With a Serious Game Compared to Multiple Choice Questions Assessment.

Authors:  Julien Adjedj; Gregory Ducrocq; Claire Bouleti; Louise Reinhart; Eleonora Fabbro; Yedid Elbez; Quentin Fischer; Antoine Tesniere; Laurent Feldman; Olivier Varenne
Journal:  JMIR Serious Games       Date:  2017-05-16       Impact factor: 4.143

  8 in total

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