Literature DB >> 26213136

Learning decision making through serious games.

Joseph Kaczmarczyk1, Richard Davidson1, Daniele Bryden2, Stephen Haselden1, Pirashanthie Vivekananda-Schmidt1.   

Abstract

BACKGROUND: In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. AIMS: We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training.
METHODS: An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups.
RESULTS: We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users
CONCLUSIONS: SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education.
© 2015 John Wiley & Sons Ltd.

Entities:  

Mesh:

Year:  2015        PMID: 26213136     DOI: 10.1111/tct.12426

Source DB:  PubMed          Journal:  Clin Teach        ISSN: 1743-4971


  4 in total

Review 1.  Edutainment in dental curriculum-A systematic review.

Authors:  Pankhuri Mehrotra
Journal:  J Oral Biol Craniofac Res       Date:  2020-07-24

2.  Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up.

Authors:  Tobias Raupach; Insa de Temple; Angélina Middeke; Sven Anders; Caroline Morton; Nikolai Schuelper
Journal:  BMC Med Educ       Date:  2021-03-30       Impact factor: 2.463

3.  Exploring Middle School Students' Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study.

Authors:  Olufunmilola Abraham; Lisa Szela; Mahnoor Khan; Amrita Geddam
Journal:  JMIR Serious Games       Date:  2022-01-24       Impact factor: 4.143

4.  Training of clinical reasoning with a Serious Game versus small-group problem-based learning: A prospective study.

Authors:  Angélina Middeke; Sven Anders; Madita Schuelper; Tobias Raupach; Nikolai Schuelper
Journal:  PLoS One       Date:  2018-09-11       Impact factor: 3.240

  4 in total

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