Janssen Anna, Shaw Tim, Goodyear Peter
Sydney Medical School, University of Sydney, Sydney, Australia.
JMIR Res Protoc. 2015 Sep 28;4(3):e114. doi: 10.2196/resprot.4016.
Video 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.
The 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.
A 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.
The 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.
Video 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.
几十年来,用于教育的视频和电脑游戏一直是研究人员感兴趣的领域。在过去的五年里,卫生领域的研究人员也开始探索这种媒介的价值。然而,关于视频和电脑游戏在医学教育中的有效应用,文献中仍存在许多空白,特别是在学习者与平台的互动方式,以及游戏如何用于加强协作方面。
本研究的目的是评估一款基于团队的数字游戏作为一种教育工具,在研究生医学教育中吸引学习者并支持知识巩固的效果。
将采用混合方法来确定一款基于团队的数字游戏所提供的效果和动机水平。将招募二年级医学生作为参与者,分成两个平均分配的团队,间隔一定时间完成3场游戏比赛。在玩游戏之前,参与者将完成一项网络调查以建立基线数据。玩完游戏后,参与者将自愿完成一次半结构化访谈,以确定动机和玩家参与度。此外,将分析从游戏平台收集的指标以确定效果。
该研究正处于初步阶段,但到目前为止,共有54名参与者被招募到该研究中。此外,还成立了一个内容开发小组,为该平台开发合适的内容。
视频和电脑游戏已被证明具有教育价值。关于如何在卫生领域有效利用这种媒介的研究明显较少。本研究的初步数据表明,医学生群体对用于学习的游戏有兴趣。因此,进一步研究这些游戏如何教学和吸引学习者,以便评估它们在未来高等医学教育和研究生医学教育中的作用是有益的。