Abstract

BackgroundVideo and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration.ObjectiveThe objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education.MethodsA mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy.ResultsThe research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform.ConclusionsVideo and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

Highlights

  • Video and Computer Games for Educational Purposes Over the last three decades, researchers have begun investigating how video and computer games can be utilized for nonrecreational activities such as rehabilitation, memory retention, and education [1]

  • Less research has addressed how the medium can be effectively utilized in the health sector

  • Preliminary data from this study would suggest there is an interest in games for learning in the medical student body

Read more

Summary

Introduction

Video and Computer Games for Educational Purposes Over the last three decades, researchers have begun investigating how video and computer games can be utilized for nonrecreational activities such as rehabilitation, memory retention, and education [1]. This research has often focused on demonstrating whether games can be used for educational purposes for primary and secondary learners, with considerably less research into their use for tertiary and postgraduate education. Current research suggests that digital games can be used effectively for educational purposes, but whether they can be tailored to teaching specific learning objectives, and the type of games best suited to doing so, remains unanswered. There are still many gaps in the literature regarding the effective use of video and computer games in medical education, in relation to how learners interact with the platform, and how the games can be used to enhance collaboration

Methods
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.