Cargando…

Medical student attitudes toward video games and related new media technologies in medical education

BACKGROUND: Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences...

Descripción completa

Detalles Bibliográficos
Autores principales: Kron, Frederick W, Gjerde, Craig L, Sen, Ananda, Fetters, Michael D
Formato: Texto
Lenguaje:English
Publicado: BioMed Central 2010
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2908629/
https://www.ncbi.nlm.nih.gov/pubmed/20576125
http://dx.doi.org/10.1186/1472-6920-10-50
_version_ 1782184208178872320
author Kron, Frederick W
Gjerde, Craig L
Sen, Ananda
Fetters, Michael D
author_facet Kron, Frederick W
Gjerde, Craig L
Sen, Ananda
Fetters, Michael D
author_sort Kron, Frederick W
collection PubMed
description BACKGROUND: Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. METHODS: Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. RESULTS: 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. CONCLUSIONS: Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.
format Text
id pubmed-2908629
institution National Center for Biotechnology Information
language English
publishDate 2010
publisher BioMed Central
record_format MEDLINE/PubMed
spelling pubmed-29086292010-07-23 Medical student attitudes toward video games and related new media technologies in medical education Kron, Frederick W Gjerde, Craig L Sen, Ananda Fetters, Michael D BMC Med Educ Research Article BACKGROUND: Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. METHODS: Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. RESULTS: 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. CONCLUSIONS: Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this. BioMed Central 2010-06-24 /pmc/articles/PMC2908629/ /pubmed/20576125 http://dx.doi.org/10.1186/1472-6920-10-50 Text en Copyright ©2010 Kron et al; licensee BioMed Central Ltd. http://creativecommons.org/licenses/by/2.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Research Article
Kron, Frederick W
Gjerde, Craig L
Sen, Ananda
Fetters, Michael D
Medical student attitudes toward video games and related new media technologies in medical education
title Medical student attitudes toward video games and related new media technologies in medical education
title_full Medical student attitudes toward video games and related new media technologies in medical education
title_fullStr Medical student attitudes toward video games and related new media technologies in medical education
title_full_unstemmed Medical student attitudes toward video games and related new media technologies in medical education
title_short Medical student attitudes toward video games and related new media technologies in medical education
title_sort medical student attitudes toward video games and related new media technologies in medical education
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2908629/
https://www.ncbi.nlm.nih.gov/pubmed/20576125
http://dx.doi.org/10.1186/1472-6920-10-50
work_keys_str_mv AT kronfrederickw medicalstudentattitudestowardvideogamesandrelatednewmediatechnologiesinmedicaleducation
AT gjerdecraigl medicalstudentattitudestowardvideogamesandrelatednewmediatechnologiesinmedicaleducation
AT senananda medicalstudentattitudestowardvideogamesandrelatednewmediatechnologiesinmedicaleducation
AT fettersmichaeld medicalstudentattitudestowardvideogamesandrelatednewmediatechnologiesinmedicaleducation