Serious games vs. traditional tutorials in the pandemic: a randomised controlled trial

The COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based tutorials using a serious game tutorial [PlayMed™ (PM)], as compared to a traditional slideshow tutorial (TT). We performed a prospective, mixed-methods, randomised c...

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Published inFrontiers in medicine Vol. 11; p. 1424024
Main Authors Tan, Su Min Joyce, Coffey, Michael J, Blazek, Katrina, Sitaram, Neela, Dobrescu, Isabella, Motta, Alberto, Chuang, Sandra, Ooi, Chee Y
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LanguageEnglish
Published Switzerland Frontiers Media S.A 21.11.2024
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Abstract The COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based tutorials using a serious game tutorial [PlayMed™ (PM)], as compared to a traditional slideshow tutorial (TT). We performed a prospective, mixed-methods, randomised controlled trial on undergraduate medical students during the COVID-19 pandemic, from May 2020 to January 2021. Students were block randomised into the PM or TT groups. Tutors conducted online teaching on bronchiolitis and gastroenteritis cases using PM or TT to facilitate the presentation. Educational experience was assessed using a continuous interval scale (0-100; with pre-defined categories) and free text responses. Immediate and long-term knowledge acquisition was assessed using 6 multiple-choice questions (MCQ) for each case (total of 12 MCQ). A modified intention-to-treat mixed methods and a sensitivity per-protocol analysis were performed to compare outcomes between PM and TT groups. In total, 80 PM and 73 TT participants attended at least one tutorial. Sixty-five (81%) PM and 52 (71%) TT participants completed at least one survey and were included for analysis. PlayMed™ students had an increased likelihood of completing the surveys, which included the MCQ [odds ratio (95% CI) of 2.4 (1.6-3.8),  < 0.00006]. Regarding the immediate reactions post bronchiolitis and gastroenteritis cases, several responses were significantly more positive in the PM group compared to the TT group; e.g. 'The learning activity was engaging' [medium effect size: (95% CI) = 0.58 (0.32-0.85),  < 0.0001]. Higher proportions of participants in the PM group reported feeling safe in the gastroenteritis and bronchiolitis tutorials (96 and 89%), compared to the TT group (76 and 74%). PlayMed™ participants significantly outperformed TT participants on the bronchiolitis MCQs done immediately post tutorial, 4.1 (1.0) vs. 3.5 (1.0), respectively,  = 0.004 [medium effect size: (95% CI) = 0.54 (0.16-0.91)]. This study demonstrates the utility of a serious game (PlayMed™) as an online teaching tool for medical education. Students exposed to PM demonstrated superior engagement and feelings of safety. Utilisation of serious games may also facilitate knowledge acquisition, at least in the short term.
AbstractList The COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based tutorials using a serious game tutorial [PlayMed™ (PM)], as compared to a traditional slideshow tutorial (TT). We performed a prospective, mixed-methods, randomised controlled trial on undergraduate medical students during the COVID-19 pandemic, from May 2020 to January 2021. Students were block randomised into the PM or TT groups. Tutors conducted online teaching on bronchiolitis and gastroenteritis cases using PM or TT to facilitate the presentation. Educational experience was assessed using a continuous interval scale (0-100; with pre-defined categories) and free text responses. Immediate and long-term knowledge acquisition was assessed using 6 multiple-choice questions (MCQ) for each case (total of 12 MCQ). A modified intention-to-treat mixed methods and a sensitivity per-protocol analysis were performed to compare outcomes between PM and TT groups. In total, 80 PM and 73 TT participants attended at least one tutorial. Sixty-five (81%) PM and 52 (71%) TT participants completed at least one survey and were included for analysis. PlayMed™ students had an increased likelihood of completing the surveys, which included the MCQ [odds ratio (95% CI) of 2.4 (1.6-3.8),  < 0.00006]. Regarding the immediate reactions post bronchiolitis and gastroenteritis cases, several responses were significantly more positive in the PM group compared to the TT group; e.g. 'The learning activity was engaging' [medium effect size: (95% CI) = 0.58 (0.32-0.85),  < 0.0001]. Higher proportions of participants in the PM group reported feeling safe in the gastroenteritis and bronchiolitis tutorials (96 and 89%), compared to the TT group (76 and 74%). PlayMed™ participants significantly outperformed TT participants on the bronchiolitis MCQs done immediately post tutorial, 4.1 (1.0) vs. 3.5 (1.0), respectively,  = 0.004 [medium effect size: (95% CI) = 0.54 (0.16-0.91)]. This study demonstrates the utility of a serious game (PlayMed™) as an online teaching tool for medical education. Students exposed to PM demonstrated superior engagement and feelings of safety. Utilisation of serious games may also facilitate knowledge acquisition, at least in the short term.
Background and aimThe COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based tutorials using a serious game tutorial [PlayMed™ (PM)], as compared to a traditional slideshow tutorial (TT).MethodsWe performed a prospective, mixed-methods, randomised controlled trial on undergraduate medical students during the COVID-19 pandemic, from May 2020 to January 2021. Students were block randomised into the PM or TT groups. Tutors conducted online teaching on bronchiolitis and gastroenteritis cases using PM or TT to facilitate the presentation. Educational experience was assessed using a continuous interval scale (0–100; with pre-defined categories) and free text responses. Immediate and long-term knowledge acquisition was assessed using 6 multiple-choice questions (MCQ) for each case (total of 12 MCQ). A modified intention-to-treat mixed methods and a sensitivity per-protocol analysis were performed to compare outcomes between PM and TT groups.ResultsIn total, 80 PM and 73 TT participants attended at least one tutorial. Sixty-five (81%) PM and 52 (71%) TT participants completed at least one survey and were included for analysis. PlayMed™ students had an increased likelihood of completing the surveys, which included the MCQ [odds ratio (95% CI) of 2.4 (1.6–3.8), p < 0.00006]. Regarding the immediate reactions post bronchiolitis and gastroenteritis cases, several responses were significantly more positive in the PM group compared to the TT group; e.g. ‘The learning activity was engaging’ [medium effect size: d (95% CI) = 0.58 (0.32–0.85), p < 0.0001]. Higher proportions of participants in the PM group reported feeling safe in the gastroenteritis and bronchiolitis tutorials (96 and 89%), compared to the TT group (76 and 74%). PlayMed™ participants significantly outperformed TT participants on the bronchiolitis MCQs done immediately post tutorial, 4.1 (1.0) vs. 3.5 (1.0), respectively, p = 0.004 [medium effect size: d (95% CI) = 0.54 (0.16–0.91)].ConclusionThis study demonstrates the utility of a serious game (PlayMed™) as an online teaching tool for medical education. Students exposed to PM demonstrated superior engagement and feelings of safety. Utilisation of serious games may also facilitate knowledge acquisition, at least in the short term.
Author Coffey, Michael J
Sitaram, Neela
Dobrescu, Isabella
Tan, Su Min Joyce
Motta, Alberto
Blazek, Katrina
Chuang, Sandra
Ooi, Chee Y
AuthorAffiliation 3 Department of Gastroenterology, Sydney Children’s Hospital , Randwick, NSW , Australia
1 Department of General Paediatrics, Sydney Children’s Hospital , Sydney, NSW , Australia
4 School of Population Health, Faculty of Medicine and Health, University of New South Wales , Sydney, NSW , Australia
6 Department of Respiratory Medicine, Sydney Children’s Hospital , Randwick, NSW , Australia
5 School of Economics, UNSW Business School, University of New South Wales Sydney , Sydney, NSW , Australia
2 Discipline of Paediatrics and Child Health, School of Clinical Medicine, Faculty of Medicine and Health, University of New South Wales , Sydney, NSW , Australia
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BackLink https://www.ncbi.nlm.nih.gov/pubmed/39640980$$D View this record in MEDLINE/PubMed
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Keywords virtual
game-based learning
serious games
tutorial
medical education
Language English
License Copyright © 2024 Tan, Coffey, Blazek, Sitaram, Dobrescu, Motta, Chuang and Ooi.
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Notes Pratama Wirya Atmaja, Universitas Pembangunan Nasional Veteran Jawa Timur, Indonesia
Edited by: José Manuel Reales, National University of Distance Education (UNED), Spain
Reviewed by: Dian Puspita Sari, Faculty of Medicine University of Mataram, Indonesia
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Snippet The COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based tutorials using a serious...
Background and aimThe COVID-19 pandemic necessitated the transition to online medical education. This study evaluated the efficacy of online case-based...
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StartPage 1424024
SubjectTerms game-based learning
medical education
Medicine
serious games
tutorial
virtual
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Title Serious games vs. traditional tutorials in the pandemic: a randomised controlled trial
URI https://www.ncbi.nlm.nih.gov/pubmed/39640980
https://pubmed.ncbi.nlm.nih.gov/PMC11617181
https://doaj.org/article/9317235a715d457b84e66aac08d905d6
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