Institute of Medical Education, University Hospital Bonn, Venusberg-Campus 1, 53127, Bonn, Germany.
Department of Anesthesiology and Intensive Care Medicine, University Hospital Bonn, Bonn, Germany.
BMC Med Educ. 2024 Sep 27;24(1):1061. doi: 10.1186/s12909-024-06056-z.
Serious games are risk-free environments training various medical competencies, such as clinical reasoning, without endangering patients' safety. Furthermore, serious games provide a context for training situations with unpredictable outcomes. Training these competencies is particularly important for healthcare professionals in emergency medicine.
Based on these considerations, we designed, implemented, and evaluated a serious game in form of an emergency department, containing the features of a virtual patient generator, a chatbot for medical history taking with self-formulated questions, artificially generated faces based on an artificial intelligence algorithm, and feedback for students. The development process was based on an already existing framework resulting in an iterative procedure between development and evaluation. The serious game was evaluated using the System Usability Scale and the User Experience Questionnaire.
The System Usability Scale provided a substantial result for the usability. In terms of the user experience, four scales yielded positive results, whereas two scales yielded neutral results.
The evaluation of both usability and user experience yielded overall positive results, while simultaneously identifying potential areas for improvement. Further studies will address the implementation of additional game design elements, and testing student learning outcome.
严肃游戏是一种无风险的环境,可以训练各种医学能力,如临床推理,而不会危及患者的安全。此外,严肃游戏为训练不可预测结果的情况提供了背景。对于急诊医学等医疗保健专业人员来说,培训这些能力尤为重要。
基于这些考虑,我们设计、实现并评估了一种严肃游戏,形式为急诊部,包含虚拟患者生成器、带有自我制定问题的聊天机器人进行病史采集、基于人工智能算法生成的人工面孔以及学生反馈功能。开发过程基于已经存在的框架,导致开发和评估之间的迭代过程。使用系统可用性量表和用户体验问卷对严肃游戏进行了评估。
系统可用性量表提供了可用性的实质性结果。在用户体验方面,四个量表的结果为积极,而两个量表的结果为中性。
可用性和用户体验的评估均得出了总体积极的结果,同时确定了潜在的改进领域。进一步的研究将涉及添加更多游戏设计元素,并测试学生的学习成果。