| Literature DB >> 29951418 |
Shoaleh Bigdeli1, David Kaufman2.
Abstract
Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing.Entities:
Keywords: Advantages; Disadvantages; Game; Game engagement factors; Health professions education
Year: 2017 PMID: 29951418 PMCID: PMC6014762 DOI: 10.14196/mjiri.31.117
Source DB: PubMed Journal: Med J Islam Repub Iran ISSN: 1016-1430
Digital educational game advantages for teaching and learning in health professions education
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| Improves cognitive, affective, and psychomotor knowledge and skills acquisition |
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| Provides an extra-curricular learning opportunity |
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| Provides repetitive learning experience |
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| Provides an effective teaching strategy [tool] feasible for adult learners |
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| Positively enhances teaching-learning process |
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| Reinforces knowledge acquisition |
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| Provides an opportunity for instructors to discuss and present instructions |
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| Provides immediate feedback |
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| Allows learners to enrich their knowledge implicitly |
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| Provides a stealth mode of teaching |
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| Is a valuable method for teaching abstract concepts |
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| Goes beyond a basic core curriculum |
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| Customizes educational content to differentiate by pace and mode [e.g., visual versus aural] of learning | |
| Expedites in-depth study of chosen fields | |
| Provides an opportunity for mutual engagement of learners and teachers to share ideas and work collaboratively | |
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| Provides a context for recall |
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| Provides learner autonomy and independence |
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| Provides an opportunity for clinical practice |
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| Provides an opportunity for instructors to clarify misconceptions |
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| Puts a positive impact on assessment |
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| Reinforces learning objectives |
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| Brings about Social and emotional development |
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| Improves clinical learning behavior |
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| Bridges theory and practice |
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| Improves doctor-patient relationship |
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| Improves leadership, prioritization and resolution |
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| Provides an opportunity for trial and error exploratory learning |
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| Involves one’s eyes, ears, touch, and mind |
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| Is appealing to learners with diverse learning styles [e.g. visual, auditory, and kinesthetic] aligned with learners’ preferred learning styles |
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| Is learner based / learner-centered |
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Increases enthusiasm and interest: |
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| Is customizable to the needs of individuals and groups |
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Provides a novel opportunity for the learners to: |
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| Provides an outcome or goal oriented opportunity |
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| Provides structured and ruled context activity |
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| Provides a reward system |
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| Includes briefing and debriefing |
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| Improves knowledge retention |
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| Is cheaper than traditional teaching methods |
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| Enhances learning and teamwork |
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| Improves problem-solving |
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| Enhances stress management |
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| Provides a learning variety |
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| Leads to positive emotions and emotional stability |
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| Helps better attachment to educational settings |
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| Holds learner-oriented/ or centered approach |
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Digital game disadvantages for teaching and learning in health professions education
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| Threatening and intimidating competitive nature of games for some learners |
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| Anxiety and embarrassment potential for some learners |
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| Mismatch of learning styles of some learners |
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| Boredom potential in poorly doers leads to demotivation |
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| Content seriousness leads to loss of gaming characteristics, enjoyment and motivational capacity, and consequent boredom | |
| Learners lack of cooperation will lead to game failure |
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| Potential negative reaction of learners to the game design |
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| Time-consuming nature of games [e.g., length of time needed to develop updated and relevant scenarios and to design or set up a game] |
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| Fund-consuming or expensiveness |
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Lack of widely accepted guidelines on how to: |
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| Interdisciplinary-expert dependency of games requires collaboration of domain experts and game experts to develop learning materials |
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| Requires teacher training |
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| Requires student training | |
Educational game engagement factors: Learner-dependent
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| Attention [focus] |
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| Parallel |
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| Visual |
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| Thinking | |
| Critical |
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| Creative |
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| Positive |
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| Strategic |
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| Reflective |
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| Interpretive analysis |
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| Reasoning |
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| Decision-making |
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| Problem-solving |
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| Mental challenge |
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| Intrigue/ curiosity |
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| Knowledge reinforcement |
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| Active learning |
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| Deep learning |
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| Planning |
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| Spatial creativity | |
| Meta cognition |
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| Affective Skills | |
| Participation |
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| Motivation |
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| Absorption |
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| Enjoyment | |
| Fun to play | |
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| Improved technical skills for procedures |
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| Peer learning |
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| Social interaction[fabric], communication, and networking |
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| Collaborative, cooperative, and interactive learning |
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| Competition [team and individual/ self-directed] |
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| Self- and team- efficacy |
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| Self-confidence |
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| Happiness | |
| Relaxation | |
| Achievement motivation | |
| Empathy | |
Educational game engagement factors: Game dependent
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| Safe learning environment |
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| Chance [uncertainty, surprise, risk, and randomness] |
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| Pride in achievement or accomplishment |
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| Prize [reward] |
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| Humor |
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| Surprise |
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| Excitement |
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| Fun |
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| Fantasy |
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