Serious Gaming as an Additional Learning Tool for Medical Education
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Published:2019-04-05
Issue:2
Volume:5
Page:52
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ISSN:2523-0581
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Container-title:International Journal of Educational Technology and Learning
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language:
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Short-container-title:101
Author:
Aksoy Mehmet E.,Sayali Mehmet E.
Abstract
Computer-based learning methodologies have become more prevalent in the last decade. Web-based serious gaming and virtual patients are novel in medical education, which has the potential to become important tools to improve today's medical students' knowledge and performance. A total of 81 medical students participated in our study. They were either assigned to an intervention group or a control group. The intervention group completed a serious game module designed for Basic Life Support education. The control group received a theoretical lecture on the same content. On the next day, both groups received simulation-based hands-on training for BLS using the same criteria. All students were assessed with an Objective Structured Clinical Examination (OSCE) the following week. There was no difference between the intervention group using a web-based serious game module for BLS and the control group that received a standard theoretical lecture from the faculty. Computer-based interactive serious games seem to present a favourable additional tool for medical education. OSCE results imply, that the use of serious games as a self-learning strategy can be as useful as theoretical lectures; which means that it is saving the time of learners and educators.
Subject
General Arts and Humanities
Cited by
1 articles.
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