| Literature DB >> 35361216 |
Sinead Zeidan1, Solenne Baltaze2, Béatrice Garcin1, Astrid de Liège1, Jennifer Doridam1, Laure Josse3, Bertrand Degos4,5.
Abstract
BACKGROUND: Neurological semiology is often considered by medical students as particularly difficult to learn. Finding alternative teaching methods may improve students' motivation and understanding of this field.Entities:
Keywords: Gamified learning; Medical education; Neurological semiology
Mesh:
Year: 2022 PMID: 35361216 PMCID: PMC8970646 DOI: 10.1186/s12909-022-03316-8
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Fig. 1Flowchart of the Neurospeed study. MCQs = Multiple Choice Questions
Fig. 2Distribution of students’ MCQ scores before and after the Neurospeed teaching
Assessment of students’ satisfaction survey regarding the Neurospeed (N = 123)
| Proposals about the Neurospeed | Mean ± SDa |
|---|---|
| It is playful | 1.22 (± 0.47) |
| It is a stimulating game | 1.33 (± 0.61) |
| It helped better understand neurological semiology | 1.40 (± 0.67) |
| It helped better remember neurological semiology | 1.47 (± 0.69) |
| It was useful for reviewing the upcoming exam | 1.41 (± 0.60) |
| It increased motivation to learn neurological semiology | 1.37 (± 0.65) |
| Terms used were appropriate | 1.71 (± 0.86) |
| It should be repeated in the future | 1.33 (± 0.69) |
| It should be extended to other medical specialties | 1.33 (± 0.72) |
afrom strongly agree (1) to strongly disagree (5)
Fig. 3Grades on the Neurology Exams for the years 2018, 2019 and 2020 (exclusion of the students who did not participate in the neurological Hat Game or the Neurospeed game)
Gamified active learning in Neurology for medical students/residents
| Study | Lim et al., 2008 [ | Roze et al., 2018 [ | Garcin et al., 2019 [ | Schuh et al., 2008 [ | Raskurazhev et al., 2021 [ |
|---|---|---|---|---|---|
| Location | National University of Singapore | Faculty of Medicine, Sorbonne University, Paris | Faculty of Medicine, Sorbonne University, Paris | Henry Ford Hospital, Detroit, USA | Research Center of Neurology, Moscow, Russia |
| Participants | Medical students, year not mentioned | Third-year medical students | Second-year medical students | Neurology residents | Neurology residents |
| Description | Online neurological localisation game (eNLG) with modified essay questions featuring simulated patients | Neurological version of the ‘Hat Game’ | weekly presentations, followed by a game show-type oral quiz, teambased | Educational board game: | |
| Number of participants | Standard teaching alone: | Intervention: Historical control (lectures): | |||
| Learning assessment and outcomes | NA | Written semiology test 30 months after neurological rotation: 14% better ranking in | Multiple Choice Questions (MCQs) before and after the game Improvement after the game: mean (±SD) score of 15.56 (±5.8) vs. 8.44 (± 4.34), | percent correct subset neurophysiology Residency Inservice Training Examination (RITE) scores: mean (±SD) score of 63.6 ± 4.12 in intervention group vs 49.4(±2.35) in control group, | Pre and post-play questionnaire: 3.2 (±1.7) vs. 7.8 (±1.6), |
| Satisfaction survey | 93% felt the eNLG helped to better understand neurological localisation principles | NA | All students agreed that the exercise was playful | NA | Residents enjoyed the game (rate 9/10), helpful to learn neurology for 96% of participants |
NA Not Applicable