| Literature DB >> 31573895 |
Hussain Alyami1,2, Mohammed Alawami3, Mataroria Lyndon1, Mohsen Alyami1, Christin Coomarasamy4, Marcus Henning1, Andrew Hill1, Frederick Sundram1.
Abstract
BACKGROUND: History taking is a key component of clinical practice; however, this skill is often poorly performed by students and doctors.Entities:
Keywords: clinical competence; instructional technology; learning; memory; metaphor; retention; video games
Year: 2019 PMID: 31573895 PMCID: PMC6788337 DOI: 10.2196/13748
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143

In-game snapshot showing the symptoms and signs relevant to the cardiovascular system.

Visual metaphor and game design process in each game version.
Figure 3Iterative visual metaphor design.

In-game snapshot showing the visual metaphor in the background, question and multiple choice options. The number of points (29) represents that it took the player in the beginner level one second to decipher the visual metaphor and answer the question correctly (out of the 30 seconds allocated per question).

Study design and sampling time points.
Measures used and relevant information.
| Scale name and Construct | Items | 1 is | 5 is | Timelines | |
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| Cognitive load | 1 | Very low | Very high | Baseline and postintervention |
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| Task difficulty | 1 | Not difficult at all | Very high difficulty | Baseline and postintervention |
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| Self-confidence in history taking | 10 | Strongly disagree | Strongly agree | Baseline, postintervention, and 7 weeks later |
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| Ease of use | 6 | Strongly disagree | Strongly agree | Postintervention |
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| Usefulness | 6 | Strongly disagree | Strongly agree | Postintervention |
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| Satisfaction | 8 | Strongly disagree | Strongly agree | Postintervention |
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| Open-ended knowledge question | Marks out of 25 | —a | — | Baseline and postintervention |
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| Objective structured clinical examination | Marks out of 25 | — | — | 10 weeks postintervention |
aNot applicable.
Sample characteristics.
| Baseline characteristics | Group | Total | |||
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| Game |
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| .73a | ||||
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| Male | 4 (21.1) | 8 (29.6) | 12 (26.1) |
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| Female | 15 (79) | 19 (70.4) | 34 (73.9) |
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| .68a | ||||
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| 19-21 | 10 (52.6) | 18 (66.7) | 28 (60.9) |
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| 22-25 | 8 (42.1) | 8 (29.6) | 16 (34.8) |
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| >26 | 1 (5.3) | 1 (3.7) | 2 (4.4) |
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| .32a | ||||
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| NZ European | 5 (26.3) | 8 (30.8) | 13 (28.9) |
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| Maori | 2 (10.5) | 3 (11.5) | 5 (11.1) |
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| Pacific | 5 (26.3) | 2 (7.7) | 7 (15.6) |
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| Asian | 1 (5.3) | 6 (23.1) | 7 (15.6) |
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| Other | 6 (31.6) | 7 (26.9) | 13 (28.9) |
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| .58a | ||||
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| Single | 16 (84.2) | 18 (69.2) | 34 (75.6) |
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| Couple/De Facto | 3 (15.8) | 7 (26.9) | 10 (22.2) |
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| Married | 0 | 1 (3.9) | 1 (2.2) |
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| .75a | ||||
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| Medicine | 10 (52.6) | 14 (53.9) | 24 (53.3) |
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| Surgery | 0 | 2 (7.7) | 2 (4.4) |
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| Subspecialities | 2 (10.5) | 3 (11.5) | 5 (11.1) |
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| Do not know | 7 (36.8) | 7 (26.9) | 14 (31.1) |
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| .88a | ||||
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| Once a day | 1 (5.3) | 3 (11.5) | 4 (8.9) |
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| More than one a day | 1 (5.3) | 2 (7.7) | 3 (6.7) |
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| Once a week | 3 (15.8) | 5 (19.2) | 8 (17.8) |
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| More than once a week | 0 | 1 (3.9) | 1 (2.2) |
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| I do not play games | 14 (73.7) | 15 (57.7) | 29 (64.4) |
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| .31b | ||||
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| Undergraduate entry | 12 (63.2) | 20 (76.9) | 32 (71.1) |
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| Master’s degree | 7 (36.8) | 6 (23.1) | 13 (28.9) |
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| .50a | ||||
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| Domestic | 19 (100) | 25 (92.6) | 44 (95.7) |
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| International | 0 | 1 (7.4) | 2 (4.4) |
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aFisher exact test used.
bChi-square test used.
Figure 6Knowledge across baseline, postintervention and follow up time points (no statistically significant differences).
Figure 7History-taking self-efficacy across baseline, postintervention and follow up time points (no statistically significant differences).
History-taking cognitive load, difficulty level, objective structured clinical examination results, ease of use, usefulness, and satisfaction means, SD, and P values.
| Outcome, group, and timeline | Mean (SD) | ||||
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| .88a | ||||
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| Baseline | 3.94 (0.64) |
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| Post | 3.89 (0.68) |
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| Baseline | 3.81 (0.62) |
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| Post | 3.74 (0.66) |
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| .68a | ||||
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| Baseline | 2.94 (0.73) |
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| Post | 3.06 (0.64) |
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| Baseline | 2.96 (0.59) |
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| Post | 3.04 (0.52) |
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| <.001 | ||||
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| Post | 23.72 (4.35) |
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| Post | 29.85 (4.86) |
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| .30 | ||||
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| Post | 21.39 (4.1) |
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| Post | 22.59 (3.62) |
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| .19 | ||||
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| Post | 23.28 (3.68) |
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| Post | 24.7 (3.36) |
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| .60 | ||||
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| Post | 14.33 (4.52) |
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| Post | 15.04 (4.28) |
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aWilcoxon 2-sample test (nonparametric test).
Thematic analysis summary.
| Game | Shared main themes | |
| Memory aid for conceptual, procedural, and metacognitive knowledge development | Learning tool | An easy-to-read but hard-to-learn reference tool |
| Enhances enjoyment in learning history taking | Affects enjoyment and engagement | Neither engaging nor enjoyable |
| Text size, spelling, grammar optimization, add skip button, and increase difficulty levels | Design and functionality optimization suggestions | Add pictures, color and animations, as well as enhancing interactivity |
| Game specific theme: Game is generalizable to other clinical scenarios of different systems | —a | — |
aNot applicable.