| Literature DB >> 31022747 |
Gong Haoran1, Eleni Bazakidi1, Nabil Zary2,3,4.
Abstract
OBJECTIVES: To provide an overview of research trends and a review regarding the learning efficacy of serious games for health professions education taking into account short-term learning outcomes.Entities:
Year: 2019 PMID: 31022747 PMCID: PMC6697512 DOI: 10.1055/s-0039-1677904
Source DB: PubMed Journal: Yearb Med Inform ISSN: 0943-4747
Fig. 1Publications trends are composed of three main phases: (i) the exploratory phase up to 2006, (ii) the early growth from 2007 to 2012, and (iii) the development phase from 2013 onwards.
Fig. 2Search strategy for literature on serious games (SG) for health professions education with regards to short-term learning (STL) outcomes.
Overview of the 25 studies that address short-term learning outcomes in serious games for health professions education.
| Paper | Aim of the paper | Serious Game | In-Game Objectives | Research Design | Competency | Target Group |
|---|---|---|---|---|---|---|
|
1
| To examine the effects of fidelity of open patient cases as an adjunct to an online course, on leaner's cognition and motivation. | abcdeSIM | The serious game challenges the players to perform the ABCDE approach on virtual patients and provides virtual tools for physical examination and investigations. The objective is to accurately interpret findings and manage the patient promptly (15 minutes). | RCT B | K + S (C) | Medical Students # |
|
2
| To assess cognition and motivation between the use of course manual versus an additional serious game in teaching emergency medicine. | Quasi-experimental A | K + S (C) | Doctors & | ||
|
3
| Reporting of the preliminary assessment of InsuOnline©. | InsuOnline© | The player is challenged using an increasing complexity series of cases involving diabetes and is tasked to choose the best management option to improve diabetic control. The game provides immediate feedback after each action and allows progression only if sufficient correct decisions are made. | Quasi-experimental A | K | Medical Students # ; Doctors & |
|
4
| To compare the appropriateness, acceptability, and effectiveness of InsuOnline© against continual medical education on diabetic medicine education. | RCT A | K | Doctors & | ||
|
5
| To assess improvements in laparoscopy competence using the game “Underground”. | Underground | Players are tasked to free robots which are stuck underground and guide them to the surface while navigating through obstacles using game controllers that mimicked the movements of laparoscopic surgery. | RCT A | S (T) | Medical Students # |
|
6
| To compare the efficacy of using “Underground” versus control in teaching laparoscopy. | Quasi-experimental B | S (T) | Doctors & | ||
|
7
| A report on the crafting and utilization of the UT TIME Portal, as well as the related experimental outcomes. | UT TIME | To improve interviewing skills, players have to interact with a virtual patient and ask for relevant symptoms, while choosing when to continue listening, check for accuracy, or transition to a different symptom attribute. | Quasi-experimental C | A | Medical Students # |
|
8
| To contrast the educational outcomes between traditional Advanced Cardiac Life Support (ACLS) lessons versus ACLS simulations using virtual reality | ACLS virtual reality simulator | In this multiplayer game, each player takes on a role in the resuscitation team, with unique objectives (e.g., chest compression, airway). The team has to evaluate the patient clinically and resuscitate accordingly. | RCT A | K + S (C & T) | Doctors & |
|
9
| To assess the differences in outcomes with regards to cognition, attention to patient safety, and motivation between the users of “Air Medic Sky-1” versus an online course. | Air Medic Sky-1 | The game teaches patient safety awareness through communication and stress management skills. Players have to treat multiple patients simultaneously while implementing breathing techniques to manage stress, and communicating effectively with the virtual healthcare team. | RCT B | A | Medical Students # |
|
10
| To analyze educational outcomes after the use of a mixture of laboratory and computer simulations regarding the clinical assessment of the newborn amongst nursing undergraduates. | eBaby | The game virtually simulates a preterm infant with respiratory problems maintained in the incubator. Participants are challenged to assess the preterm infant and intervene accordingly clinically. | Quasi-experimental C | S (C) | Nursing Students # |
|
11
| To analyze the experimental outcomes of the “Critical Transport” serious game. | Critical Transport | Players have to clinically evaluate the patient and decide the right crew and equipment to transport the patient, using recommendations from the Portuguese Society of Intensive Care. | Quasi-experimental C | K, S (C) | Medical Students # |
|
12
| To assess the understanding and proficiency in the use of Vancomycin amongst healthcare professionals. | Vancomycin interactive | Players have to make choices based on scenarios depicted in video clips of patient-doctor interactions. These choices aim at testing the knowledge regarding the use of Vancomycin in managing Methicillin-Resistant Staphylococcus Aureus (MRSA). |
Quasi-experimental
C
| K |
Pharmacists, Nurses
&
, Doctors
&
|
|
14
| To evaluate the efficacy of “EMSave” serious game for ALS retraining. | EMSave | The player plays as the leader of an ALS team and has to clinically evaluate the patient and provide effective intervention. He also has to communicate effectively with the patient and bystanders for history taking. | Quasi-experimental C | K + S (C) | Nurses & , Doctors & |
|
15
| To evaluate the use of “Touch Surgery” to educate medical students on thoracostomy. | Touch Surgery | Players are guided through surgical procedures via touchscreen motion gestures on the phone. Learning is assessed via rehearsal of the gestures. | RCT B | S (T) | Medical students # |
|
16
| To assess if serious games can enhance surgeons' reaction to apparatus or machinery failure during surgery. | Dr. Game, Surgeon Trouble | Players have to create rows of three similar blocks. Sporadically, changes in the game environment occur outside the players' direct focus of attention. Players have to recognize them and respond accordingly for bonus points. | RCT B | A | Doctors & |
|
17
| To assess the effect of serious games on intermediate life support (ILS) outcomes. | PULSE | Players are faced with choices that test understanding of equipment and intermediate life support principles through clinical scenarios. The timeliness of the response and actions translates to the player's score. | RCT B | K + S (C) | Nursing Students # |
|
18
| To assess “GeriatriX” in teaching effective clinical judgment regarding patient autonomy, applicability, and price of healthcare. | GeriatriX | Through three clinical scenarios depicting the same clinical issues but different patient preferences and socio-economic factors, players have to choose the optimal diagnostic and therapeutic strategy for each of them. | RCT A | K | Medical Students # |
|
19
| To compare the effectiveness of an e-module versus a serious game, on top of simulation, to teach the management of cardiac arrest. | Staying Alive | The player interacts with a virtual patient who has just experienced a cardiac arrest. Through this interaction, the player can take actions to learn appropriate behavior, movements, and techniques of cardiopulmonary resuscitation (CPR). | RCT A | S (T) | Medical Students # |
|
20
| To assess if “Orthotopic Liver Transplant (OLT) Trainer” will enhance surgeon performance and educate best practices. | OLT Trainer | The player has to bring patients through phases of surgery, from preoperative assessment to ICU admission. The player uses in-game funds to perform actions and to purchase equipment and tests to complete each phase. | RCT A | K + S (C) | Doctors & |
|
21
| To assess the comparative effectiveness of triage trainer and conventional training methods with regards to major incident. triage. | Triage Trainer LISSA | The player is the first responder to a bomb explosion scene and has to identify and clinically evaluate the casualties, as well as assign the appropriate priority to each of them. | RCT B RCT B | K + S (C) | Doctors & , Nurses & and paramedics |
|
22
| To illustrate and assess the effectiveness of LISSA in CPR education for nursing students. | LISSA | Player has to provide CPR to a virtual patient via keyboard inputs, and is assessed by timeliness, rhythm, and depth. | RCT B | S (T) | Nursing Students # |
|
23
| To compare using a V.R. system versus lecture-styled education in educating nursing students on pediatric respiratory content. | N.A. | Players have to accurately clinically evaluate virtual pediatric patients with respiratory problems and provide intervention. Players have to hand-off in the SBAR format at the end of the scenario. | RCT B | Phase 1: K | Nursing Students # |
|
24
| To assess the effectiveness of a serious game to enhance knowledge of blood transfusion provision amongst undergraduate nurses. | N.A. | Player has to complete the pre-transfusion, transfusion, and post transfusion phases regarding administering a blood transfusion. This is done through mini-games that test his/her knowledge at each phase. | RCT A | K + S (C) | Nursing Students # |
|
25
| To evaluate the effectiveness of a serious game in improving learner confidence in dealing with post-partum hemorrhage. | N.A. | In this multiplayer game, player operates in teams to clinically evaluate (through investigations and physical examination) and manage virtual patients with post-partum hemorrhage. | Quasi-experimental C | K + S (C & T) + A | Doctors & |
|
| ||||||
RCT A = Randomized-Controlled Trials with
RCT B = Randomized-Controlled Trials with
Quasi-experimental A = Quasi-experimental with
Quasi-experimental B = Quasi-experimental with
Quasi-experimental
K = Knowledge
S (T) = Technical Skills
S (C) = Cognitive Skills
A = Attitudes
# = Undergraduates
& = Postgraduates
Fig. 3Classification of publications based on the competency addressed. The number in each field shows the study count for each class. Solid fields belong to one class. The field with top-left to bottom-right diagonal lines represents studies with classes Knowledge and Skills (cognitive). The field with top-right to bottom-left diagonal lines represents studies with classes Knowledge, Skills (cognitive) and Skills (technical). The crosshatched field show the publication belonging to all four classes. The number in brackets represents the number of articles that documented no significant difference in short-term learning between serious games and control. Example: there are 5 publications on serious games that only train the competency of Technical Skills, of which 1 describes that serious games are only as effective, but not significantly better than control at achieving short-term learning outcomes
Classification of publications by health professionals. The number in brackets represents the number of articles that documented a significant difference in short-term learning between serious games and control.
| Domain | Level | Number of studies |
|---|---|---|
| Medicine | Undergraduate | 9 (7) |
| Postgraduate | 7 (6) | |
| Both | 1(1) | |
| Nursing | Undergraduate | 5 (5) |
| Postgraduate | 0 (0) | |
| Both | 0 (0) | |
| Medicine & Nursing | 3 (3) |