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在线间隔式教育游戏在医学生教学和评估中的应用:一项多机构前瞻性试验。

An online spaced-education game to teach and assess medical students: a multi-institutional prospective trial.

机构信息

Surgical Service, Veterans Affairs Boston Healthcare System, Harvard Medical School, Boston, Massachusetts, USA.

出版信息

Acad Med. 2012 Oct;87(10):1443-9. doi: 10.1097/ACM.0b013e318267743a.

Abstract

PURPOSE

To investigate whether a spaced-education (SE) game can be an effective means of teaching core content to medical students and a reliable and valid method of assessing their knowledge.

METHOD

This nine-month trial (2008-2009) enrolled students from three U.S. medical schools. The SE game consisted of 100 validated multiple-choice questions-explanations in preclinical/clinical domains. Students were e-mailed two questions daily. Adaptive game mechanics re-sent questions in three or six weeks if answered, respectively, incorrectly or correctly. Questions expired if not answered on time (appointment dynamic). Students retired questions by answering each correctly twice consecutively (progression dynamic). Posting of relative performance fostered competition. Main outcome measures were baseline and completion scores.

RESULTS

Seven-hundred thirty-one students enrolled. Median baseline score was 53% (interquartile range [IQR] 16) and varied significantly by year (P<.001, dmax=2.08), school (P<.001, dmax=0.75), and gender (P<.001, d=0.38). Median completion score was 93% (IQR 12) and varied significantly by year (P=.001, dmax=1.12), school (P<.001, dmax=0.34), and age (P=.019, dmax=0.43). Scores did not differ significantly between years 3 and 4. Seventy percent of enrollees (513/731) requested to participate in future SE games.

CONCLUSIONS

An SE game is an effective and well-accepted means of teaching core content and a reliable and valid method to assess student knowledge. SE games may be valuable tools to identify and remediate students who could benefit from additional educational support.

摘要

目的

探讨间隔教育(SE)游戏是否可以成为向医学生传授核心内容的有效手段,以及评估他们知识的可靠和有效方法。

方法

这项为期九个月的试验(2008-2009 年)招募了来自美国三所医学院的学生。SE 游戏包含 100 个经验证的临床前/临床领域的多项选择题-解释。学生每天会收到两封电子邮件。如果答错,自适应游戏机制将分别在三或六周后重新发送问题;如果答对,则在规定时间内(预约动态)发送问题。如果未及时回答,则问题过期(过期动态)。学生通过连续两次正确回答问题来放弃问题(进展动态)。相对表现的发布促进了竞争。主要观察指标为基线和完成分数。

结果

731 名学生注册。中位数基线分数为 53%(四分位距 [IQR] 16),且按年份(P<.001,dmax=2.08)、学校(P<.001,dmax=0.75)和性别(P<.001,d=0.38)显著不同。中位数完成分数为 93%(IQR 12),且按年份(P=.001,dmax=1.12)、学校(P<.001,dmax=0.34)和年龄(P=.019,dmax=0.43)显著不同。第 3 年和第 4 年的分数没有显著差异。70%的注册者(513/731)要求参加未来的 SE 游戏。

结论

SE 游戏是一种有效且被广泛接受的教授核心内容的方法,也是评估学生知识的可靠和有效方法。SE 游戏可能是识别和补救需要额外教育支持的学生的有价值的工具。

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