The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge

被引:36
|
作者
Hu, Hai [1 ,2 ,3 ]
Xiao, Yuanyuan [4 ]
Li, Hao [5 ,6 ,7 ]
机构
[1] Sichuan Univ, West China Hosp, Emergency Management Off, Chengdu, Sichuan, Peoples R China
[2] Sichuan Univ, Natl Emergency Med Rescue Base China, Chengdu, Sichuan, Peoples R China
[3] Int Emergency Med Team Type III, Chengdu, Sichuan, Peoples R China
[4] West China Sch Med, Chengdu, Sichuan, Peoples R China
[5] Sichuan Univ, Inst Disaster Management & Reconstruct, 122 Huang He Rd, Chengdu 610207, Sichuan, Peoples R China
[6] Hong Kong Polytech Univ, 122 Huang He Rd, Chengdu 610207, Sichuan, Peoples R China
[7] Sichuan Univ, Disaster Med Ctr, Chengdu, Sichuan, Peoples R China
关键词
Serious game; Medical student; Novel coronavirus disease; EDUCATION; COVID-19; MEMORY;
D O I
10.1089/g4h.2020.0140
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
Objective: The sudden disruption of university teaching caused by the coronavirus disease 2019 (COVID-19) pandemic has forced universities to switch to online teaching. It is vital for graduating medical students to learn about COVID-19 because they are likely to treat COVID-19 patients after graduation. We developed a COVID-19 lesson for medical students that used either an online lecture or a serious game that we designed. The aim of this study is to explore the effectiveness of a serious game versus online lectures for improving medical students' COVID-19 knowledge. Materials and Methods: From our university's database of knowledge scores, we collected the prelesson, postlesson, and final test knowledge scores of the students who participated in the lesson and conducted a retrospective comparative analysis. Results: An analysis of scores concerning knowledge of COVID-19 from prelesson and postlesson tests shows that both teaching methods produce significant increases in short-term knowledge, with no statistical difference between the two methods (P > 0.05). The final test scores, however, show that the group of students who used the game-based computer application scored significantly higher in knowledge retention than did the online lecture group (P = 0.001). Conclusion: In the context of the disruption of traditional university teaching caused by the COVID-19 pandemic, the serious game we designed is potentially an effective option for online medical education about COVID-19, particularly in terms of its capacity for improved knowledge retention.
引用
收藏
页码:139 / 144
页数:6
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