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Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness

BACKGROUND: Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional...

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Autores principales: Dankbaar, Mary E. W., Richters, Olivier, Kalkman, Cor J., Prins, Gerrie, ten Cate, Olle T. J., van Merrienboer, Jeroen J. G., Schuit, Stephanie C. E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5289006/
https://www.ncbi.nlm.nih.gov/pubmed/28148296
http://dx.doi.org/10.1186/s12909-016-0836-5
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author Dankbaar, Mary E. W.
Richters, Olivier
Kalkman, Cor J.
Prins, Gerrie
ten Cate, Olle T. J.
van Merrienboer, Jeroen J. G.
Schuit, Stephanie C. E.
author_facet Dankbaar, Mary E. W.
Richters, Olivier
Kalkman, Cor J.
Prins, Gerrie
ten Cate, Olle T. J.
van Merrienboer, Jeroen J. G.
Schuit, Stephanie C. E.
author_sort Dankbaar, Mary E. W.
collection PubMed
description BACKGROUND: Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module. METHODS: Fourth-year medical students were randomly assigned to either a serious game that included video-lectures, biofeedback exercises and patient missions (n = 32) or an e-module, that included text-based lectures on the same topics (n = 34). A third group acted as a historical control-group without extra education (n = 37). After the intervention, which took place during the clinical introduction course, before the start of the first rotation, all students completed a knowledge test, a self-efficacy test and a motivation questionnaire. During the following 10-week clinical rotation they filled out weekly questionnaires on patient-safety awareness and stress. RESULTS: The results showed patient safety knowledge had equally improved in the game group and e-module group compared to controls, who received no extra education. Average learning-time was 3 h for the game and 1 h for the e-module-group. The serious game was evaluated as more engaging; the e-module as more easy to use. During rotations, students in the three groups reported low and similar levels of patient-safety awareness and stress. Students who had treated patients successfully during game missions experienced higher self-efficacy and less stress during their rotation than students who treated patients unsuccessfully. CONCLUSIONS: Video-lectures (in a game) and text-based lectures (in an e-module) can be equally effective in developing knowledge on specific topics. Although serious games are strongly engaging for students and stimulate them to study longer, they do not necessarily result in better performance in patient safety issues. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12909-016-0836-5) contains supplementary material, which is available to authorized users.
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spelling pubmed-52890062017-02-09 Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness Dankbaar, Mary E. W. Richters, Olivier Kalkman, Cor J. Prins, Gerrie ten Cate, Olle T. J. van Merrienboer, Jeroen J. G. Schuit, Stephanie C. E. BMC Med Educ Research Article BACKGROUND: Serious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module. METHODS: Fourth-year medical students were randomly assigned to either a serious game that included video-lectures, biofeedback exercises and patient missions (n = 32) or an e-module, that included text-based lectures on the same topics (n = 34). A third group acted as a historical control-group without extra education (n = 37). After the intervention, which took place during the clinical introduction course, before the start of the first rotation, all students completed a knowledge test, a self-efficacy test and a motivation questionnaire. During the following 10-week clinical rotation they filled out weekly questionnaires on patient-safety awareness and stress. RESULTS: The results showed patient safety knowledge had equally improved in the game group and e-module group compared to controls, who received no extra education. Average learning-time was 3 h for the game and 1 h for the e-module-group. The serious game was evaluated as more engaging; the e-module as more easy to use. During rotations, students in the three groups reported low and similar levels of patient-safety awareness and stress. Students who had treated patients successfully during game missions experienced higher self-efficacy and less stress during their rotation than students who treated patients unsuccessfully. CONCLUSIONS: Video-lectures (in a game) and text-based lectures (in an e-module) can be equally effective in developing knowledge on specific topics. Although serious games are strongly engaging for students and stimulate them to study longer, they do not necessarily result in better performance in patient safety issues. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (doi:10.1186/s12909-016-0836-5) contains supplementary material, which is available to authorized users. BioMed Central 2017-02-02 /pmc/articles/PMC5289006/ /pubmed/28148296 http://dx.doi.org/10.1186/s12909-016-0836-5 Text en © The Author(s). 2016 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. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research Article
Dankbaar, Mary E. W.
Richters, Olivier
Kalkman, Cor J.
Prins, Gerrie
ten Cate, Olle T. J.
van Merrienboer, Jeroen J. G.
Schuit, Stephanie C. E.
Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title_full Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title_fullStr Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title_full_unstemmed Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title_short Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
title_sort comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5289006/
https://www.ncbi.nlm.nih.gov/pubmed/28148296
http://dx.doi.org/10.1186/s12909-016-0836-5
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