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Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education
BACKGROUND: Microbiology is a critical and expansive topic that many medical schools’ curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical stu...
Autores principales: | , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9066992/ https://www.ncbi.nlm.nih.gov/pubmed/35531347 http://dx.doi.org/10.1007/s40670-022-01552-7 |
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author | Walker, Jeremey Heudebert, Jose Pablo Patel, Mukesh Cleveland, John D. Westfall, Andrew O. Dempsey, Donald M. Guzman, Alfredo Zinski, Anne Agarwal, Monica Long, Dustin Willig, James Lee, Rachael |
author_facet | Walker, Jeremey Heudebert, Jose Pablo Patel, Mukesh Cleveland, John D. Westfall, Andrew O. Dempsey, Donald M. Guzman, Alfredo Zinski, Anne Agarwal, Monica Long, Dustin Willig, James Lee, Rachael |
author_sort | Walker, Jeremey |
collection | PubMed |
description | BACKGROUND: Microbiology is a critical and expansive topic that many medical schools’ curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical students. We hypothesized that these enhancements and clinical pearls would engage the students meaningfully and increase their knowledge base. METHODS: Though use was optional, students’ game play was recorded through the app, which was compared to test grades retrospectively. A player efficiency rating (PER) was calculated as a function of question response, accuracy, and engagement. Students were separated into tertiles of PER and median exam grades were compared using a non-parametric Kruskal–Wallis (KW) test. An anonymous satisfaction and usability feedback survey was also administered. RESULTS: One hundred eighty-one of the 189 students (96%) answered at least one question, and 165 (87%) completed all 56 questions. The average PER was 84.75. We received feedback surveys from 61 (34%) students in the course, with positive responses regarding the perceived impact on learning microbiology. The KW test found a positive correlation for median exam scores of the player groups when divided into tertiles by PER (p = 0.0002). CONCLUSIONS: We leveraged gamification and clinical pearls to design a supplemental microbiology question bank. We found high engagement overall and higher class exam scores associated with greater use of the question bank. |
format | Online Article Text |
id | pubmed-9066992 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-90669922022-05-04 Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education Walker, Jeremey Heudebert, Jose Pablo Patel, Mukesh Cleveland, John D. Westfall, Andrew O. Dempsey, Donald M. Guzman, Alfredo Zinski, Anne Agarwal, Monica Long, Dustin Willig, James Lee, Rachael Med Sci Educ Original Research BACKGROUND: Microbiology is a critical and expansive topic that many medical schools’ curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical students. We hypothesized that these enhancements and clinical pearls would engage the students meaningfully and increase their knowledge base. METHODS: Though use was optional, students’ game play was recorded through the app, which was compared to test grades retrospectively. A player efficiency rating (PER) was calculated as a function of question response, accuracy, and engagement. Students were separated into tertiles of PER and median exam grades were compared using a non-parametric Kruskal–Wallis (KW) test. An anonymous satisfaction and usability feedback survey was also administered. RESULTS: One hundred eighty-one of the 189 students (96%) answered at least one question, and 165 (87%) completed all 56 questions. The average PER was 84.75. We received feedback surveys from 61 (34%) students in the course, with positive responses regarding the perceived impact on learning microbiology. The KW test found a positive correlation for median exam scores of the player groups when divided into tertiles by PER (p = 0.0002). CONCLUSIONS: We leveraged gamification and clinical pearls to design a supplemental microbiology question bank. We found high engagement overall and higher class exam scores associated with greater use of the question bank. Springer US 2022-05-04 /pmc/articles/PMC9066992/ /pubmed/35531347 http://dx.doi.org/10.1007/s40670-022-01552-7 Text en © The Author(s) 2022 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/) . |
spellingShingle | Original Research Walker, Jeremey Heudebert, Jose Pablo Patel, Mukesh Cleveland, John D. Westfall, Andrew O. Dempsey, Donald M. Guzman, Alfredo Zinski, Anne Agarwal, Monica Long, Dustin Willig, James Lee, Rachael Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title | Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title_full | Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title_fullStr | Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title_full_unstemmed | Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title_short | Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education |
title_sort | leveraging technology and gamification to engage learners in a microbiology curriculum in undergraduate medical education |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9066992/ https://www.ncbi.nlm.nih.gov/pubmed/35531347 http://dx.doi.org/10.1007/s40670-022-01552-7 |
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