Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students

被引:37
|
作者
Chon, Seung-Hun [1 ]
Timmermann, Ferdinand [2 ]
Dratsch, Thomas [2 ]
Schuelper, Nikolai [3 ]
Plum, Patrick [1 ]
Berlth, Felix [1 ]
Datta, Rabi Raj [1 ]
Schramm, Christoph [4 ]
Hander, Stefan [5 ]
Spaeth, Martin Richard [6 ,7 ,8 ]
Duebbers, Martin [1 ]
Kleinert, Julia [1 ]
Raupach, Tobias [9 ,10 ]
Bruns, Christiane [1 ]
Kleinert, Robert [1 ]
机构
[1] Univ Hosp Cologne, Dept Gen Visceral & Canc Surg, Kerpener Str 62, D-50937 Cologne, Germany
[2] Univ Cologne, Cologne, Germany
[3] Univ Med Ctr Gottingen, Dept Haematol & Med Oncol, Gottingen, Germany
[4] Univ Hosp Cologne, Dept Gastroenterol & Hepatol, Cologne, Germany
[5] Univ Hosp Cologne, Inst Diagnost & Intervent Radiol, Cologne, Germany
[6] Univ Cologne, Dept Internal Med 2, Cologne, Germany
[7] Univ Cologne, Ctr Mol Med, Cologne, Germany
[8] Univ Cologne, Cologne Excellence Cluster Cellular Stress Respon, Cologne, Germany
[9] Univ Med Ctr Gottingen, Dept Cardiol & Pneumol, Gottingen, Germany
[10] Univ Med Ctr Gottingen, Div Med Educ Res & Curriculum Dev, Gottingen, Germany
来源
JMIR SERIOUS GAMES | 2019年 / 7卷 / 01期
关键词
serious game; surgical education; clinical reasoning; virtual emergency department; medical education; PERFORMANCE; MOTIVATION; GUIDELINES;
D O I
10.2196/13028
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Serious games enable the simulation of daily working practices and constitute a potential tool for teaching both declarative and procedural knowledge. The availability of educational serious games offering a high-fidelity, three-dimensional environment in combination with profound medical background is limited, and most published studies have assessed student satisfaction rather than learning outcome as a function of game use. Objective: This study aimed to test the effect of a serious game simulating an emergency department ("EMERGE") on students' declarative and procedural knowledge, as well as their satisfaction with the serious game. Methods: This nonrandomized trial was performed at the Department of General, Visceral and Cancer Surgery at University Hospital Cologne, Germany. A total of 140 medical students in the clinical part of their training (5th to 12th semester) self-selected to participate in this experimental study. Declarative knowledge (measured with 20 multiple choice questions) and procedural knowledge (measured with written questions derived from an Objective Structured Clinical Examination station) were assessed before and after working with EMERGE. Students' impression of the effectiveness and applicability of EMERGE were measured on a 6-point Likert scale. Results: A pretest-posttest comparison yielded a significant increase in declarative knowledge. The percentage of correct answers to multiple choice questions increased from before (mean 60.4, SD 16.6) to after (mean 76.0, SD 11.6) playing EMERGE (P<.001). The effect on declarative knowledge was larger in students in lower semesters than in students in higher semesters (P<.001). Additionally, students' overall impression of EMERGE was positive. Conclusions: Students self-selecting to use a serious game in addition to formal teaching gain declarative and procedural knowledge.
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页数:11
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