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The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study
BACKGROUND: The gamification of learning increases student enjoyment, and motivation and engagement in learning tasks. This study investigated the effects of gamification using decision-making cards (DMCs) on diagnostic decision-making and cost using case scenarios. METHOD: Thirty medical students i...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10613361/ https://www.ncbi.nlm.nih.gov/pubmed/37898743 http://dx.doi.org/10.1186/s12909-023-04808-x |
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author | Ishizuka, Kosuke Shikino, Kiyoshi Kasai, Hajme Hoshina, Yoji Miura, Saito Tsukamoto, Tomoko Yamauchi, Kazuyo Ito, Shoichi Ikusaka, Masatomi |
author_facet | Ishizuka, Kosuke Shikino, Kiyoshi Kasai, Hajme Hoshina, Yoji Miura, Saito Tsukamoto, Tomoko Yamauchi, Kazuyo Ito, Shoichi Ikusaka, Masatomi |
author_sort | Ishizuka, Kosuke |
collection | PubMed |
description | BACKGROUND: The gamification of learning increases student enjoyment, and motivation and engagement in learning tasks. This study investigated the effects of gamification using decision-making cards (DMCs) on diagnostic decision-making and cost using case scenarios. METHOD: Thirty medical students in clinical clerkship participated and were randomly assigned to 14 small groups of 2–3 medical students each. Decision-making was gamified using DMCs with a clinical information heading and medical cost on the front, and clinical information details on the back. First, each team was provided with brief clinical information on case scenarios. Subsequently, DMCs depending on the case were distributed to each team, and team members chose cards one at a time until they reached a diagnosis of the case. The total medical cost was then scored based on the number and contents of cards drawn. Four case scenarios were conducted. The quantitative outcomes including confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical costs were measured before and after our gamification by self-evaluation using a 7-point Likert scale. The qualitative component consisted of a content analysis on the benefits of learning clinical reasoning using DMCs. RESULT: Confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical cost were significantly higher after the gamification. Furthermore, comparing the clinical case scenario tackled last with the one tackled first, the average medical cost of all cards drawn by students decreased significantly from 11,921 to 8,895 Japanese yen. In the content analysis, seven advantage categories of DMCs corresponding to clinical reasoning components were extracted (information gathering, hypothesis generation, problem representation, differential diagnosis, leading or working diagnosis, diagnostic justification, and management and treatment). CONCLUSION: Teaching medical students clinical reasoning using DMCs can improve clinical decision-making confidence and learning motivation, and reduces medical cost in clinical case scenarios. In addition, it can help students to acquire practical knowledge, deepens their understanding of clinical reasoning, and identifies several important clinical reasoning skills including diagnostic decision-making and awareness of medical costs. Gamification using DMCs can be an effective teaching method for improving medical students’ diagnostic decision-making and reducing costs. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-023-04808-x. |
format | Online Article Text |
id | pubmed-10613361 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-106133612023-10-30 The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study Ishizuka, Kosuke Shikino, Kiyoshi Kasai, Hajme Hoshina, Yoji Miura, Saito Tsukamoto, Tomoko Yamauchi, Kazuyo Ito, Shoichi Ikusaka, Masatomi BMC Med Educ Research BACKGROUND: The gamification of learning increases student enjoyment, and motivation and engagement in learning tasks. This study investigated the effects of gamification using decision-making cards (DMCs) on diagnostic decision-making and cost using case scenarios. METHOD: Thirty medical students in clinical clerkship participated and were randomly assigned to 14 small groups of 2–3 medical students each. Decision-making was gamified using DMCs with a clinical information heading and medical cost on the front, and clinical information details on the back. First, each team was provided with brief clinical information on case scenarios. Subsequently, DMCs depending on the case were distributed to each team, and team members chose cards one at a time until they reached a diagnosis of the case. The total medical cost was then scored based on the number and contents of cards drawn. Four case scenarios were conducted. The quantitative outcomes including confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical costs were measured before and after our gamification by self-evaluation using a 7-point Likert scale. The qualitative component consisted of a content analysis on the benefits of learning clinical reasoning using DMCs. RESULT: Confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical cost were significantly higher after the gamification. Furthermore, comparing the clinical case scenario tackled last with the one tackled first, the average medical cost of all cards drawn by students decreased significantly from 11,921 to 8,895 Japanese yen. In the content analysis, seven advantage categories of DMCs corresponding to clinical reasoning components were extracted (information gathering, hypothesis generation, problem representation, differential diagnosis, leading or working diagnosis, diagnostic justification, and management and treatment). CONCLUSION: Teaching medical students clinical reasoning using DMCs can improve clinical decision-making confidence and learning motivation, and reduces medical cost in clinical case scenarios. In addition, it can help students to acquire practical knowledge, deepens their understanding of clinical reasoning, and identifies several important clinical reasoning skills including diagnostic decision-making and awareness of medical costs. Gamification using DMCs can be an effective teaching method for improving medical students’ diagnostic decision-making and reducing costs. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12909-023-04808-x. BioMed Central 2023-10-28 /pmc/articles/PMC10613361/ /pubmed/37898743 http://dx.doi.org/10.1186/s12909-023-04808-x Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This 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 Ishizuka, Kosuke Shikino, Kiyoshi Kasai, Hajme Hoshina, Yoji Miura, Saito Tsukamoto, Tomoko Yamauchi, Kazuyo Ito, Shoichi Ikusaka, Masatomi The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title | The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title_full | The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title_fullStr | The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title_full_unstemmed | The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title_short | The influence of Gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
title_sort | influence of gamification on medical students’ diagnostic decision making and awareness of medical cost: a mixed-method study |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10613361/ https://www.ncbi.nlm.nih.gov/pubmed/37898743 http://dx.doi.org/10.1186/s12909-023-04808-x |
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