Literature DB >> 31442848

Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial.

Rodrigo Alves Tubelo1, Fernando Freitas Portella2, Marco Antônio Gelain1, Mônica Maria Celestina de Oliveira1, Ana Emília Figueiredo de Oliveira3, Alessandra Dahmer1, Maria Eugênia Bresolin Pinto1.   

Abstract

OBJECTIVE: The aim of this study was to compare the influence of a serious game dedicated to primary health care with traditional learning methods on knowledge of undergraduate medical students.
METHODS: A randomized controlled trial was conducted with undergraduate medical students. The students (n = 27) attended to an expositive leveling lesson regard the theme "Screening on Primary Health Care", and answered to a baseline knowledge test, comprised by objective questions. Students were randomly allocated to the control and game groups, in which received a text-based material regarding "Screening on Primary Health Care" or were exposed to a serious game. An immediate knowledge test and a retention knowledge test, presenting the same questions of baseline test, were responded by students at the finish of exposure and four weeks later. The students also performed a survey evaluating the user experience on the serious game. Knowledge test scores were analysed by repeated measures ANOVA and paired sample t-test. User experience and expectation surveys were descriptively analyzed.
RESULTS: For the control group, the mean scores and standard deviation were 7.85 ± 0.99, 9.00 ± 1.87 and 7.69 ± 1.44 for baseline, immediate and retention knowledge tests, respectively; the score at immediate test was higher than for baseline and retention tests. The game group presented 7.07 ± 1.98, 8.00 ± 1.84 and 7.15 ± 1.41 for baseline, immediate and retention knowledge tests, respectively. The comparison between groups did not show differences at any moment (p < 0.05). The majority of the participants consider that the serious game has understandable instructions, presented the contents clearly, and it favors the engagement on study.
CONCLUSION: The serious game was effective to improve the students' knowledge on primary health care contents. Learning based on a serious game is as effective as learning based on printed text.
Copyright © 2019 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Distance learning; Primary health care education; Serious game

Mesh:

Year:  2019        PMID: 31442848     DOI: 10.1016/j.ijmedinf.2019.08.004

Source DB:  PubMed          Journal:  Int J Med Inform        ISSN: 1386-5056            Impact factor:   4.046


  5 in total

Review 1.  Serious Games: A new Approach to Foster Information and Practices About Covid-19?

Authors:  L Montalbano; L Gallo; G Ferrante; V Malizia; G Cilluffo; S Fasola; M Alesi; S La Grutta
Journal:  Front Robot AI       Date:  2022-05-23

2.  Increased Knowledge of Adult-Onset Dystonia Amongst Medical Students via Brief Video Education: A Systematic Review and Cohort Study.

Authors:  Sana Khan; Nina Sowemimo; Jane Alty; Jeremy Cosgrove
Journal:  Geriatrics (Basel)       Date:  2022-05-18

Review 3.  Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review.

Authors:  Lorainne Tudor Car; Bhone Myint Kyaw; Andrew Teo; Tatiana Erlikh Fox; Sunitha Vimalesvaran; Christian Apfelbacher; Sandra Kemp; Niels Chavannes
Journal:  JMIR Serious Games       Date:  2022-04-13       Impact factor: 3.364

4.  Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game.

Authors:  Anthony Clément; Raphaël Delage; Marie Chollier; Laure Josse; Stéphane Gaudry; Jean-Ralph Zahar; Thierry Baubet; Bertrand Degos
Journal:  BMC Med Educ       Date:  2020-10-19       Impact factor: 2.463

5.  Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review.

Authors:  Marc-André Maheu-Cadotte; Véronique Dubé; Sylvie Cossette; Alexandra Lapierre; Guillaume Fontaine; Marie-France Deschênes; Patrick Lavoie
Journal:  JMIR Serious Games       Date:  2021-08-19       Impact factor: 4.143

  5 in total

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