Clément Anthony, Delage Raphaël, Chollier Marie, Josse Laure, Gaudry Stéphane, Zahar Jean-Ralph, Baubet Thierry, Degos Bertrand
Neurology Unit, AP-HP, Avicenne University Hospital, Sorbonne Paris Nord, Bobigny, France.
GHU Paris Psychiatrie et Neurosciences, Psychiatry Unit 75G05, Henri Ey Hospital, Paris, France.
BMC Med Educ. 2020 Oct 19;20(1):373. doi: 10.1186/s12909-020-02304-0.
While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months.
This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples.
One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate = 77.7%). Mean scores measured at the three points in time were significantly different (p < 0.001, N = 129). Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained 3 months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training.
The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.
虽然医学生对讲座的兴趣正在减退,转而青睐其他教育材料,但许多研究表明,将主动学习与游戏化教育工具相结合具有益处。作者开发了《帽子游戏》的精神病学改编版。据推测,这款游戏将提高医学生对精神病学症状学的知识水平和学习积极性。本研究的目的是评估精神病学帽子游戏课程对三年级医学生学习精神症状的益处。还在3个月时评估了学生的表现。
这种游戏化的快速培训由两个团队组成,每个团队必须使用不同的技巧(如言语、哑剧)猜出尽可能多的精神病学症状学术语。该研究包括对知识的前后评估(多项选择题)和一项满意度调查。通过对配对样本使用弗里德曼分析来比较基线、即时课后和三个月时的分数。通过对配对样本使用威尔科克森检验来比较两个不同时间的平均分数。
166名学生被邀请参加该研究。其中129名完成了整个课程(回复率=77.7%)。在三个时间点测得的平均分数有显著差异(p<0.001,N=129)。游戏后的知识平均分数显著高于游戏前(提高了28.6%,p<0.001)。游戏3个月后仍保持了进步(提高了18.9%,p<0.001)。满意度调查项目表明,学生喜欢并会推荐这种类型的游戏化培训。
精神病学帽子游戏提高了医学生对精神病学症状学的知识水平。结果表明,它是一个很有前景且高效的工具,可用于趣味性地教授医学症状学,具有可从一个医学领域转移到另一个医学领域的特点、实用性和可接受性。本研究为倡导在医学教育中使用严肃游戏和游戏化培训的知识体系增添了内容。