Psychiatric Services Grisons, Chur, Switzerland.
University of Applied Sciences Northwestern Switzerland, Olten, Switzerland.
Acad Psychiatry. 2023 Apr;47(2):169-173. doi: 10.1007/s40596-023-01747-z. Epub 2023 Jan 26.
With the rapid advancement of digital technology due to COVID-19, the health care field is embracing the use of digital technologies for learning, which presents an opportunity for teaching methods such as serious games to be developed and improved. Technology offers more options for these educational approaches. The goal of this study was to assess health care workers' experiences, attitudes, and knowledge regarding serious games in training.
The convenience sample consisted of 223 participants from the specialties of internal medicine and psychiatry who responded to questions regarding sociodemographic data, experience, attitudes, and knowledge regarding serious games. This study used an ordinal regression model to analyze the relationship between knowledge, attitudes, and experiences and the idea or wish to implement serious games.
The majority of healthcare workers were not familiar with serious games or gamification. The results show gender and age differences regarding familiarity and willingness to use serious games. With increasing age, the respondents preferred conventional and traditional learning methods to playful teaching elements; younger generations were significantly more motivated than older generations when envisioning using elements of serious games in the future.
The COVID-19 pandemic has encouraged the use of new technologies and digitalization. This study describes positive attitudes toward serious games, mainly in younger people working in health care. Serious games present an opportunity to develop new approaches for postgraduate medical teachings and continuing medical education.
由于 COVID-19 的快速发展,数字技术在医疗保健领域得到了广泛应用,这为严肃游戏等教学方法的开发和改进提供了机会。技术为这些教育方法提供了更多选择。本研究旨在评估医疗保健工作者在培训中对严肃游戏的体验、态度和知识。
本研究采用方便抽样法,共招募了 223 名内科和精神科专业的参与者,他们回答了有关社会人口统计学数据、经验、态度和严肃游戏知识的问题。本研究使用有序回归模型分析知识、态度和经验与实施严肃游戏的想法或愿望之间的关系。
大多数医疗保健工作者对严肃游戏或游戏化并不熟悉。结果显示,性别和年龄差异对熟悉程度和使用严肃游戏的意愿有影响。随着年龄的增长,受访者更喜欢传统的学习方法,而不是有趣的教学元素;在设想未来使用严肃游戏元素时,年轻一代比老一代更有动力。
COVID-19 大流行鼓励使用新技术和数字化。本研究描述了对严肃游戏的积极态度,主要是在从事医疗保健工作的年轻人中。严肃游戏为研究生医学教学和继续医学教育提供了新的方法。