| Literature DB >> 32027312 |
Abstract
BACKGROUND: Overall, 75% of health care practitioners are women, but half of all females do not play digital games of any kind. There is no consensus in the literature regarding optimal design elements to maximize the efficacy of serious games. To capitalize on the promise of serious games in health care education, it is important for instructional designers to understand the underlying learners' values, attitudes, and beliefs that might motivate nongaming female health care preprofessional students to independently choose to persistently play serious games to mastery.Entities:
Keywords: education; females; games; health care; instructional design; motivation
Year: 2020 PMID: 32027312 PMCID: PMC7055850 DOI: 10.2196/16003
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Participant profile.
| Student | Race | Weekly computer time | Weekly game time | High school demographics, n (%) | Declared undergraduate major | |||
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| White | Hispanic | Black | Asian |
|
| Harper | White | Every day | Not very often | 807 (57.81) | 382 (27.36) | 125 (8.95) | 82 (5.70) | Biology/premed |
| Kim | Black | Every day | Not very often | 807 (57.81) | 382 (27.36) | 125 (8.95) | 82 (5.70) | Health policy administration |
| Carrie | White | Every day | Not very often | 2095 (79.99) | 235 (8.97) | 104 (3.97) | 157 (5.99) | 5-year physician assistant |
| April | White | Every day | Not very often | 914 (88.91) | 44 (4.28) | 16 (1.56) | 28 (2.72) | 5-year physician assistant |
| Emma | White | Every day | Not very often | 687 (91.97) | 37 (4.95) | 8 (1.07) | 15 (2.01) | Biology/premed |
| Aria | White | Every day | Not at all | 2095 (79.99) | 235 (8.97) | 104 (3.97) | 157 (5.99) | Biology/premed |
| Olivia | Asian | Every day | Not at all | 2308 (72.97) | 379 (11.98) | 94 (2.97) | 316 (9.99) | Premed |
| Mia | White | Every day | 1-2 times per week | 313 (11.99) | 1775 (67.98) | 496 (19.00) | 26 (1) | 5-year physician assistant |
Deductive and inductive codes.
| First cycle codes | Interviewees, n | Responses, n | Second cycle codes | Themes |
| Games | 8 | 52 | Return on invested time | Accomplishment |
| Work ethic | 8 | 34 | Return on invested time | Accomplishment |
| Time constraints | 6 | 11 | Return on invested time | Accomplishment |
| Cost value | 7 | 34 | Return on invested time | Accomplishment |
| Games | 8 | 52 | Achievement orientation | Accomplishment |
| Feedback | 8 | 23 | Achievement orientation | Accomplishment |
| Concrete actionable challenges | 4 | 11 | Achievement orientation | Accomplishment |
| Purposeful practice | 6 | 7 | Achievement orientation | Accomplishment |
| Competition | 8 | 23 | Achievement orientation | Accomplishment |
| Mastery success measures | 4 | 10 | Achievement orientation | Accomplishment |
| Physical fidelity | 5 | 15 | Achievement orientation | Accomplishment |
| Games | 8 | 52 | Social orientation | Affiliation |
| Family/community | 8 | 27 | Social orientation | Affiliation |
| Beneficence | 7 | 22 | Social orientation | Affiliation |
| Leadership | 5 | 10 | Social orientation | Affiliation |
| Games | 8 | 52 | Relevance | Affiliation |
| Introspection | 8 | 34 | Relevance | Affiliation |
| Smartest girl in the room | 5 | 9 | Relevance | Affiliation |
| Personally meaningful stories | 8 | 40 | Relevance | Affiliation |
| Confidence | 4 | 6 | Relevance | Affiliation |