| Literature DB >> 35547200 |
Alexandra Aster1, Simone Scheithauer2, Angélina Charline Middeke3, Simon Zegota3, Sigrid Clauberg2, Tanja Artelt2, Nikolai Schuelper4, Tobias Raupach1.
Abstract
Purpose: Physicians of all specialties must be familiar with important principles of infectious diseases, but curricular time for this content is limited and clinical teaching requires considerable resources in terms of available patients and teachers. Serious games are scalable interventions that can help standardize teaching. This study assessed whether knowledge and skills acquired in a serious game translate to better performance in a clinical examination.Entities:
Keywords: Item Response Theory; medical education; objective structured clinical examination; serious game; teaching
Year: 2022 PMID: 35547200 PMCID: PMC9082676 DOI: 10.3389/fmed.2022.863764
Source DB: PubMed Journal: Front Med (Lausanne) ISSN: 2296-858X
Figure 1(A) Flow of participants through the study. Exclusion was due to non-compliance with the study protocol (e.g., when students were erroneously exposed to the wrong cases at least once because they did not attend the session they had been assigned to but participated in a different session). (B) Time course of the study.
Participant characteristics.
|
|
|
|
| |
|---|---|---|---|---|
| Age [years] | 25.7 ± 2,3 | 26.0 ± 3.5 | 25.5 ± 2.9 | 0.536 |
| Female [%] | 65.7 | 67.9 | 67.6 | 0.918 |
| Examination scores during the previous semester [%] | 87.5 ± 4.7 | 88.4 ± 4.9 | 86.1 ± 5.2 | 0.174 |
P-values were derived from a Kruskal-Wallis-Test or a χ.
Figure 2Boxplots of logfile sum scores (%) in students who completed the same case twice. (A) CAP (group A); (B) EC (group B).
Figure 3Agreement between total scores in game logfiles and OSCE checklists for the two cases. (A,B) Bland Altman Plots for the EC and CAP case, respectively.
Figure 4Analyses according to Item Response Theory. Graphs indicate that the serious game is more suitable to differentiate between students within a given cohort, as those items cover a wider range of the underlying student ability. The further to the right on the X-axis the inflection point of the curve is located, the higher the person's ability level must be in order to be able to solve the item with a 50 percent probability. (A) EC case (OSCE); (B) EC case (game); (C) CAP case (OSCE); (D) CAP case (game).