| Literature DB >> 33968850 |
Liyuan Hu1,2, Lan Zhang2, Rong Yin2, Zhihua Li2, Jianqing Shen1, Hui Tan1, Jingyan Wu1, Wenhao Zhou1,2.
Abstract
Background: Serious games are potential alternatives for supplementing traditional simulation-based education for neonatal resuscitation training. However, evidence regarding the benefits of using serious games to improve long-term knowledge retention of neonatal resuscitation in undergraduate medical students is lacking. Objective: We designed a serious computer game "NEOGAMES" to train undergraduate medical students in neonatal resuscitation in a cost-friendly and accessible way and to examine whether serious game-based training improves long-term knowledge retention in medical students.Entities:
Keywords: knowledge retention; medical education; neonatal resuscitation; serious games; simulation-based education
Year: 2021 PMID: 33968850 PMCID: PMC8096897 DOI: 10.3389/fped.2021.645776
Source DB: PubMed Journal: Front Pediatr ISSN: 2296-2360 Impact factor: 3.418
Figure 1The NEOGAMES (Neonatal Resuscitation Simulation Game Designed for Medical Students) neonatal resuscitation computer game.
Figure 2Participant flow and study design.
Baseline characteristics of the enrolled participants.
| Age—year | 22.1 ± 0.5 | 22.3 ± 0.6 | 0.063 |
| Female sex —no (%) | 24 (58.5) | 18 (45.0) | 0.223 |
| GPA | 3.0 ± 0.5 | 3.1 ± 0.5 | 0.125 |
| Female | 3.1 ± 0.4 | 3.2 ± 0.5 | 0.234 |
| Male | 2.8 ± 0.5 | 3.0 ± 0.5 | 0.154 |
Plus–minus values are means ± SD.
There was no significant difference in age, sex or GPA between the game and control groups.
There was no significant difference in GPA between the male and female (P = 0.058) in the game group.
There was no significant difference in GPA between the male and female (P = 0.117) in the control group.
Figure 3Trends of knowledge retention at 6 months after class for the game and control groups. Red and blue lines indicate the trend of the mean test scores of the game and control groups. (A) The mean test scores were best immediately after class but decreased over time, by 11.7 points in the game group and 32.3 points in the control group at follow-up, respectively. * and ** indicate that the mean post-test scores immediately and 6 months after class were significantly higher in the game group than in the control group, with p-values of 0.006 and <0.001, respectively. The intra-group performance longitudinally over time differed significantly, with p values of <0.001 in both game and control groups. (B) The upper and lower panels represent the trend of male and female students, respectively. * indicates that the mean test scores immediately after class (test 2) were significantly different between the game and control groups for only the male students (P = 0.003). ** and *** indicate that both the male and female students from the game group had significant higher mean scores at 6-month follow-up (test 3) than those from the control group (P < 0.001).