Hu Hai, Xiao Yuanyuan, Li Hao
Emergency Management Office, West China Hospital, Sichuan University, Sichuan, P.R. China.
National Emergency Medical Rescue Base of China, Sichuan University, Sichuan, P.R. China.
Games Health J. 2021 Apr;10(2):139-144. doi: 10.1089/g4h.2020.0140. Epub 2021 Jan 11.
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. 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. 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 ( > 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 ( = 0.001). 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.
2019冠状病毒病(COVID-19)大流行导致大学教学突然中断,迫使大学转向在线教学。对于即将毕业的医学生来说,了解COVID-19至关重要,因为他们毕业后可能会治疗COVID-19患者。我们为医学生开发了一门关于COVID-19的课程,该课程采用在线讲座或我们设计的一款严肃游戏。本研究的目的是探讨严肃游戏与在线讲座在提高医学生COVID-19知识方面的有效性。我们从学校的知识分数数据库中收集了参与该课程的学生的课前、课后和期末考试知识分数,并进行了回顾性比较分析。对课前和课后测试中关于COVID-19知识的分数分析表明,两种教学方法都能在短期内显著提高知识水平,两种方法之间无统计学差异(>0.05)。然而,期末考试分数显示,使用基于游戏的计算机应用程序的学生组在知识保留方面的得分显著高于在线讲座组(=0.001)。在COVID-19大流行导致传统大学教学中断的背景下,我们设计的严肃游戏可能是COVID-19在线医学教育的一个有效选择,特别是在提高知识保留能力方面。