| Literature DB >> 20576125 |
Frederick W Kron1, Craig L Gjerde, Ananda Sen, Michael D Fetters.
Abstract
BACKGROUND: Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine.Entities:
Mesh:
Year: 2010 PMID: 20576125 PMCID: PMC2908629 DOI: 10.1186/1472-6920-10-50
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Participant Demographics
| (N = 217) | Total n(%) | Male n(%) | Female n(%) | P-value |
|---|---|---|---|---|
| School | ||||
| UM | 92(42) | 51(50) | 41(36) | 0.03 |
| UW | 125(58) | 51(50) | 74(64) | NS** |
| Familiarity with computers | ||||
| Basic & Intermediate | 169(78) | 62(61) | 107(93) | <0.001 |
| Advance | 48(22) | 40(39) | 8(7) | NS |
| Game platforms owned* | ||||
| PDA | 138(66) | 68(67) | 70(61) | NS |
| Sony PS2/PS3 | 32(15) | 21(21) | 12(10) | 0.04 |
| Microsoft X Box | 17(8) | 16(16) | 2(2) | <0.001 |
| Hybrid Device(e.g., PDA/phone) | 11(5) | 9(9) | 3(3) | NS |
| Handheld Game | 10(5) | 8(8) | 3(3) | NS |
| Mean(SD) | N Mean(SD) | N Mean(SD) | ||
| Age | 25(3.8) | 100 26(3.1) | 114 25(3.6) | NS |
| Age started video game play | 9.4(4.1) | 67 8.6(3.4) | 41 10.5(4.9) | 0.03 |
| Average time in one session of video gameplay(in minutes) | 98(68) | 67 107(70) | 38 82(62) | NS |
*Multiple responses were permitted; percentages do not add to 100%
**NS = Non-significant
Experience with Game Play among Medical Students
| N = 217 | Total n(%) | Males n(%) | Females n(%) | P value |
|---|---|---|---|---|
| Don't play | 102(47) | 29(28) | 72(63) | |
| Play game | 116(53) | 73(63) | 43(37) | <0.001 |
| What are your favorite types of video games?*(N = 115) | ||||
| Puzzle games | 58(27) | 28(38) | 31(72) | 0.001 |
| Strategy games | 52(24) | 46(63) | 7(16) | <0.001 |
| Role-playing games | 40(18) | 33(45) | 8(19) | <0.001 |
| Arcade games | 29(13) | 18(25) | 11(26) | NS** |
| First person shooter games | 43(20) | 41(56) | 2(5) | <0.001 |
| Sports games | 40(18) | 32(44) | 8(19) | 0.005 |
| Simulation games | 26(12) | 16(22) | 11(26) | NS |
| Adventure games | 23(11) | 14(19) | 10(23) | NS |
| Other | 12(6) | 5(7) | 8(19) | NS |
| How frequently do you play video games?(N = 109) | ||||
| Daily or almost daily | 3(2.8) | 2(3) | 1(2) | NS |
| Several times per week | 21(19.3) | 17(25) | 4(10) | NS |
| Several times a month | 26(23.9) | 17(25) | 9(22) | NS |
| Rarely | 54(54.1) | 32(47) | 27(66) | NS |
| How has the number of hours you spend playing video games changed since you started professional school?(N = 109) | ||||
| Increased | 11(10) | 4(6) | 7(17) | NS |
| Stayed the same | 22(20) | 10(15) | 12(29) | NS |
| Decreased | 76(70) | 54(79) | 22(54) | 0.01 |
| I enjoy video games because*(N = 109) | ||||
| They help me to relax | 84(77) | 54(79) | 30(73) | NS |
| They provide a fun way to spend time with existing friends | 73(67) | 51(75) | 22(54) | 0.007 |
| They allow me to avoid studying | 69(63) | 44(65) | 25(61) | NS |
| They challenge me (e.g., in problem solving) | 67(62) | 46(68) | 21(51) | NS |
| I like exploring new worlds | 59(54) | 43(63) | 16(39) | NS |
| I like the competitive aspects | 56(51) | 40(59) | 16(39) | 0.03 |
| They make me feel less lonely when friends are not available | 28(26) | 18(27) | 10(24) | NS |
| They help to release hostility | 23(21) | 16(23) | 7(17) | NS |
| I learn a lot from playing video games | 21(19) | 19(28) | 2(5) | NS |
| Video games are a great way to make new friends | 14(13) | 12(18) | 2(5) | NS |
*Multiple responses were permitted, percentages do not add to 100%
**NS = Non-significant
Medical Student Attitudes about Video Games
| Total n (%) | Agree M n (%) | F n (%) | Total n (%) | Disagree M n (%) | F n (%) | P-value | |
|---|---|---|---|---|---|---|---|
| I like the idea of using technology to enhance the current healthcare education experience (N = 200)* | 195 | 92 | 103 | 5 | 1 | 4 | NS** |
| I think that education should make better use of new media technologies(N = 208)* | 198 | 95 | 103 | 10 | 0 | 0 | NS |
| I think real life is migrating online for many millions of people, in its personal, social, economic, educational and even political aspects(N = 208) | 183 | 89 | 94 | 25 | 9 | 16 | NS |
| I feel that video games can have educational value(N = 208)* | 167 | 87 | 80 | 41 | 11 | 30 | 0.03 |
| If multiplayer online healthcare simulation helped to accomplish a goal that was important to me, I would use it even if I had to do that with my own time(N = 200)* | 154 | 77 | 77 | 46 | 16 | 30 | NS |
| I would like to be part of the design team that creates a multiplayer online healthcare simulation(N = 200) | 60 | 42 | 18 | 140 | 51 | 89 | 0.002 |
M = Males, F = Females
*() Percentages do not add to 100% due to rounding.
**NS = Non-significant
Beliefs about Multiplayer Online Healthcare Simulations and Relative Value of Clinical Facts, Critical Thinking and Interpersonal Skills
| Total n(%) | Males n(%) | Females n(%) | P-value | |
|---|---|---|---|---|
| How interested are you in multiplayer online healthcare simulations that realistically replicate the experience of what it's like to be in professional practice*(N = 200) | ||||
| Very interested | 55(28) | 39(42) | 16(15) | <0.001 |
| Somewhat interested | 116(58) | 49(53) | 67(63) | NS** |
| Not at all interested | 29(15) | 5(5) | 24(22) | NS |
| Multiplayer online healthcare simulations would be interesting to me if:(N = 200) | ||||
| It was fun | 193(97) | 90(97) | 103(96) | NS |
| It helped me to develop skill and comfort in patient interactions | 180(90) | 79(85) | 101(94) | NS |
| It modeled the economics of different healthcare systems | 166(83) | 79(85) | 87(81) | NS |
| It let me experience firsthand the authentic experiences that shaped the views and values of professors I admire | ||||
| As a course, it included in-person mentoring sessions with professors | 165(83) | 79(85) | 86(80) | 0.04 |
| It was visually crafted and strategically designed to equal the best of entertainment properties | 158(79) | 77(83) | 81(76) | NS |
| It modeled politics(e.g., letting people set health policy) in a realistic way | 149(75) | 75(81) | 74(69) | 0.045 |
| It allowed me to meet interesting people in other health-related fields | 148(74) | 72(77) | 76(71) | 0.05 |
| It was part of for-credit course | 142(71) | 72(77) | 70(65) | |
| It let me overcome challenges in a group with my friends | 134(67) | 68(73) | 66(62) | 0.005 |
| 133(67) | 70(75) | 63(59) | 0.02 | |
*Percentages do not add to 100% due to rounding
**NS = Non-significant