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An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation
Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students’ cognitive skills and motivation. We set up a three...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Netherlands
2015
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4923100/ https://www.ncbi.nlm.nih.gov/pubmed/26433730 http://dx.doi.org/10.1007/s10459-015-9641-x |
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author | Dankbaar, Mary E. W. Alsma, Jelmer Jansen, Els E. H. van Merrienboer, Jeroen J. G. van Saase, Jan L. C. M. Schuit, Stephanie C. E. |
author_facet | Dankbaar, Mary E. W. Alsma, Jelmer Jansen, Els E. H. van Merrienboer, Jeroen J. G. van Saase, Jan L. C. M. Schuit, Stephanie C. E. |
author_sort | Dankbaar, Mary E. W. |
collection | PubMed |
description | Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students’ cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students’ cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p < 0.001). Students did not profit from working on open cases (in adjunct to an e-module), which nonetheless challenged them to study longer. The e-module appeared to be very effective, while the high-fidelity game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students’ proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1007/s10459-015-9641-x) contains supplementary material, which is available to authorized users. |
format | Online Article Text |
id | pubmed-4923100 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2015 |
publisher | Springer Netherlands |
record_format | MEDLINE/PubMed |
spelling | pubmed-49231002016-07-13 An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation Dankbaar, Mary E. W. Alsma, Jelmer Jansen, Els E. H. van Merrienboer, Jeroen J. G. van Saase, Jan L. C. M. Schuit, Stephanie C. E. Adv Health Sci Educ Theory Pract Article Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students’ cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students’ cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p < 0.001). Students did not profit from working on open cases (in adjunct to an e-module), which nonetheless challenged them to study longer. The e-module appeared to be very effective, while the high-fidelity game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students’ proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1007/s10459-015-9641-x) contains supplementary material, which is available to authorized users. Springer Netherlands 2015-10-03 2016 /pmc/articles/PMC4923100/ /pubmed/26433730 http://dx.doi.org/10.1007/s10459-015-9641-x Text en © The Author(s) 2015 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. |
spellingShingle | Article Dankbaar, Mary E. W. Alsma, Jelmer Jansen, Els E. H. van Merrienboer, Jeroen J. G. van Saase, Jan L. C. M. Schuit, Stephanie C. E. An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title_full | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title_fullStr | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title_full_unstemmed | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title_short | An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
title_sort | experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4923100/ https://www.ncbi.nlm.nih.gov/pubmed/26433730 http://dx.doi.org/10.1007/s10459-015-9641-x |
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