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Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study
BACKGROUND: To intrinsically motivate students in the long term, longitudinal e-learning systems combined with repeated testing and competitive gamification seem promising. The effects of this approach have never been closely examined in the field of evidence-based medicine. The authors investigated...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10114491/ https://www.ncbi.nlm.nih.gov/pubmed/37072842 http://dx.doi.org/10.1186/s12909-023-04258-5 |
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author | Kirsch, Jacqueline Spreckelsen, Cord |
author_facet | Kirsch, Jacqueline Spreckelsen, Cord |
author_sort | Kirsch, Jacqueline |
collection | PubMed |
description | BACKGROUND: To intrinsically motivate students in the long term, longitudinal e-learning systems combined with repeated testing and competitive gamification seem promising. The effects of this approach have never been closely examined in the field of evidence-based medicine. The authors investigated if a simple, competitive learning application enhances students’ risk competence and intrinsic motivation. METHODS: Participants were 5.-9. semester medical students (n = 48), recruited in an elective evidence-based medicine subject and randomly distributed to two groups (group 1: n = 23; group 2: n = 25). Both accessed a competitive evidence-based medicine quiz game. Following a cross-over design, each group practiced with one of two thematically different questionnaires A or B, before the allocation switched after one month. To analyse whether there was a measurable learning effect in the practiced topics, a paired t-test was performed with quantitative data from 3 e-tests. Students further reported their experience in evaluation surveys. RESULTS: Students’ improvements in e-test scores after training with the corresponding topics in the learning application can be attributed to chance. Even though the majority enjoyed playing and felt motivated to study, they invested a minimum of time and rejected competition. CONCLUSION: The authors found no evidence for benefits of the investigated learning programme on students’ risk competence or on their internal motivation. The majority disapproved the competitive concept, indicating adverse side effects of the applied gamification element. To intrinsically motivate more students, prospective learning programmes should favour complex and collaborative programmes over simple and competitive ones. |
format | Online Article Text |
id | pubmed-10114491 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-101144912023-04-20 Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study Kirsch, Jacqueline Spreckelsen, Cord BMC Med Educ Research BACKGROUND: To intrinsically motivate students in the long term, longitudinal e-learning systems combined with repeated testing and competitive gamification seem promising. The effects of this approach have never been closely examined in the field of evidence-based medicine. The authors investigated if a simple, competitive learning application enhances students’ risk competence and intrinsic motivation. METHODS: Participants were 5.-9. semester medical students (n = 48), recruited in an elective evidence-based medicine subject and randomly distributed to two groups (group 1: n = 23; group 2: n = 25). Both accessed a competitive evidence-based medicine quiz game. Following a cross-over design, each group practiced with one of two thematically different questionnaires A or B, before the allocation switched after one month. To analyse whether there was a measurable learning effect in the practiced topics, a paired t-test was performed with quantitative data from 3 e-tests. Students further reported their experience in evaluation surveys. RESULTS: Students’ improvements in e-test scores after training with the corresponding topics in the learning application can be attributed to chance. Even though the majority enjoyed playing and felt motivated to study, they invested a minimum of time and rejected competition. CONCLUSION: The authors found no evidence for benefits of the investigated learning programme on students’ risk competence or on their internal motivation. The majority disapproved the competitive concept, indicating adverse side effects of the applied gamification element. To intrinsically motivate more students, prospective learning programmes should favour complex and collaborative programmes over simple and competitive ones. BioMed Central 2023-04-19 /pmc/articles/PMC10114491/ /pubmed/37072842 http://dx.doi.org/10.1186/s12909-023-04258-5 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Kirsch, Jacqueline Spreckelsen, Cord Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title | Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title_full | Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title_fullStr | Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title_full_unstemmed | Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title_short | Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
title_sort | caution with competitive gamification in medical education: unexpected results of a randomised cross-over study |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10114491/ https://www.ncbi.nlm.nih.gov/pubmed/37072842 http://dx.doi.org/10.1186/s12909-023-04258-5 |
work_keys_str_mv | AT kirschjacqueline cautionwithcompetitivegamificationinmedicaleducationunexpectedresultsofarandomisedcrossoverstudy AT spreckelsencord cautionwithcompetitivegamificationinmedicaleducationunexpectedresultsofarandomisedcrossoverstudy |