| Literature DB >> 28512082 |
Julien Adjedj1,2,3, Gregory Ducrocq4,5,6, Claire Bouleti4,5,6, Louise Reinhart2, Eleonora Fabbro3, Yedid Elbez6,7, Quentin Fischer1, Antoine Tesniere2,3,8, Laurent Feldman4,5, Olivier Varenne1,2,3.
Abstract
BACKGROUND: The gold standard for evaluating medical students' knowledge is by multiple choice question (MCQs) tests: an objective and effective means of restituting book-based knowledge. However, concerns have been raised regarding their effectiveness to evaluate global medical skills. Furthermore, MCQs of unequal difficulty can generate frustration and may also lead to a sizable proportion of close results with low score variability. Serious games (SG) have recently been introduced to better evaluate students' medical skills.Entities:
Keywords: medical student; multiple choice questions; serious game; student evaluation
Year: 2017 PMID: 28512082 PMCID: PMC5449650 DOI: 10.2196/games.7033
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Serious game illustration (in French).
Figure 2Flowchart.
Student characteristics.
| Student description | Overall | Group 1 | Group 2 | Comparison between groups 1 and 2 ( |
| Sex (male), n (%) | 29 (43) | 17 (50) | 12 (35) | .22 |
| Age in years, mean (SD) | 23 (1) | 23 (1) | 23 (1) | .26 |
| Year of medical school, mean (SD) | 4.7 (1.0) | 4.7 (0.8) | 5.1 (0.9) | .08 |
| Cardiology internship within the past 12 months, n (%) | 34 (50) | 16 (47) | 18 (53) | .74 |
| Owns a cell phone with Internet connection and social network account, n (%) | 67 (99) | 33 (97) | 34 (100) | >.99 |
| Owns a tablet, n (%) | 31 (46) | 13 (39) | 18 (54) | .20 |
| Owns a computer with Internet connection possession, n (%) | 68 (100) | 34 (100) | 34 (100) | >.99 |
| Owns a video game console, n (%) | 21 (31) | 14 (42) | 7 (20) | .07 |
| Past video game experience, n (%) | 60 (88) | 28 (83) | 32 (94) | .26 |
| Age in years at first video game experience, mean (SD) | 9 (3) | 9 (3) | 9 (3) | .51 |
| Currently playing video games, n (%) | 22 (32) | 14 (40) | 8 (26) | .31 |
| Hours of video game per week, mean (SD) | 1.6 (3.0) | 1.9 (3.7) | 1.3 (2.1) | .65 |
Figure 3Result’s histogram.
Figure 4Individual test results in the left panel (A) and correlation coefficient in the right panel (B).
Satisfaction questionnaire: results are expressed as mean (SD) of numeric ordinal variable from 1 (no, not at all) to 5 (yes, entirely).
| Questions | Serious game | Multiple choice questions | |
| Did you encounter difficulties to answer the questions? | 2.18 (1.14) | 2.21 (1.14) | .89 |
| Were you able to concentrate while answering the questions? | 3.93 (0.99) | 3.71 (1.06) | .15 |
| Do you think that this test is close to clinical reality? | 4.21 (0.75) | 2.68 (0.88) | <.001 |
| Did you find this test stressful? | 2.51 (1.05) | 2.30 (1.17) | .24 |
| Did you understand the goal of the test? | 4.24 (0.75) | 3.97 (0.94) | .10 |
| Do you consider that this kind of test represents a proper evaluation? | 3.91 (0.87) | 3.04 (1.02) | <.001 |
| Are you satisfied with your test performance? | 3.05 (1.09) | 3.22 (0.98) | .41 |
| Did you think that your knowledge progressed after this test? | 3.56 (1.09) | 2.42 (0.99) | <.001 |
| Are you satisfied with this type of evaluation? | 3.88 (1.42) | 2.98 (1.53) | <.001 |
Assessment of serious games as a tool to learn medicine. Results are expressed as mean (SD) of numeric ordinal variable from 1 (no, not at all) to 5 (yes, entirely).
| Assessment of serious games as a tool to learn medicine | Serious game |
| Educational quality | 4.86 (0.35) |
| Feeling of connection or attachment to the serious game | 3.60 (1.19) |
| Possibility of playing with other students | 3.26 (1.18) |
| Possibility of comparing results with other students | 3.44 (1.33) |
| Fun | 3.37 (1.16) |
| Original, innovative or new | 3.90 (0.98) |
| Possibility to adapt level of difficulty | 4.36 (0.68) |
| Availability on smartphone | 4.00 (1.07) |