| Literature DB >> 36042403 |
Shayne Gue1,2, Joseph Ray3, Latha Ganti4.
Abstract
OBJECTIVES: Our program implemented East EMWars, a year-long, longitudinal game that added competition to our existing curricular content. We surveyed residents to investigate the impact of gamification in emergency medicine residency training. We hypothesized that residents would report higher levels of motivation, engagement, and challenge with gamification compared to traditional didactics. Furthermore, we hypothesized that residents would exhibit generally positive perceptions about gamification as a learning tool and that it would translate to improved performance on the annual in-training examination.Entities:
Keywords: Adult learning; Gamification; Medical education; Serious games; Team-based learning
Year: 2022 PMID: 36042403 PMCID: PMC9425934 DOI: 10.1186/s12245-022-00445-1
Source DB: PubMed Journal: Int J Emerg Med ISSN: 1865-1372
Descriptive statistics for motivation, engagement, and challenge
| Motivation | Engagement | Challenge | ||||
|---|---|---|---|---|---|---|
| Pre | Post | Pre | Post | Pre | Post | |
| Mean | 3.3 | 4.3 | 3.4 | 4.6 | 3.5 | 4.4 |
| Median | 3 | 4.5 | 4 | 5 | 4 | 4 |
| Mode | 3 | 5 | 4 | 5 | 4 | 4 |
| IQR | 1 (3, 4) | 1 (4, 5) | 1 (3, 4) | 1 (4, 5) | 1 (3, 4) | 1 (4, 5) |
1 strongly disagree, 2 disagree, 3 neutral, 4 agree, 5 strongly agree
Descriptive statistics for perceptions on gamification
| Competition drives performance in a gamified curriculum model | I expanded my knowledge as a result of the gamified curriculum model | Gamification should be continued and increased in the future | I prefer to work in groups rather than solo when learning new materials | I prefer interactive learning (e.g., questions or games) rather than traditional methods (e.g., reading text or watching videos/lectures) | |
|---|---|---|---|---|---|
| Mean | 4.6 | 4.2 | 4.7 | 4.1 | 4.4 |
| Median | 5 | 4 | 5 | 4 | 5 |
| Mode | 5 | 4 | 5 | 5 | 5 |
| IQR | 1 (4, 5) | 1 (4, 5) | 0.75 (4.25, 5) | 2 (3.5) | 1 (4, 5) |
1 strongly disagree, 2 disagree, 3 neutral, 4 agree, 5 strongly agree
Qualitative feedback through anonymous comments
| Theme: general comments | |
“Well thought out” “Loved it” “It was great playing EMWars as a resident” “Loved the competition” “Great project! Keep it going!” “Gamification is the best thing to happen to our curriculum during my 3 years in residency” “Gamification was a great way to learn and reinforce learning” “I feel that over the past year, new sessions were more engaging and easier to remember” | |
| Theme: procedures | |
“It was enjoyable and helped improve procedures documented” “Encouraged me to log in more procedures even if I had reached all required to graduate” | |
| Theme: team building | |
| “The team build a lot of cohesiveness by keeping each other accountable” |