Digital Games-Based Learning Pedagogy Enhances the Quality of Medical Education: A Systematic Review and Meta-Analysis
Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications da...
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Published in | The Asia-Pacific education researcher Vol. 31; no. 4; pp. 451 - 462 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Singapore
Springer Nature Singapore
01.08.2022
Springer Springer Nature B.V |
Subjects | |
Online Access | Get full text |
ISSN | 0119-5646 2243-7908 |
DOI | 10.1007/s40299-021-00587-5 |
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Abstract | Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through five databases. The citations as well as extracted data from articles were independently assessed, and randomized controlled trials (RCTs) were eligible acceding to inclusion. The methodological quality was evaluated using the Grading of Recommendations, Assessment, Development, and Evaluations assessment (GRADE). To screen the systematic results, standardized mean difference (SMD) was used, and the pooled effect sizes were calculated by random effects model.
I
2
statistics, meta-regression and subgroup analyses were applied to evaluate the heterogeneity. In total 13 RCTs with 1236 subjects were included in research. The systemic analysis indicated a significantly improved effectiveness in support of DG compared to controls in medical education (SMD = 0.58, 95% confidence interval (CI) [0.46–0.69],
p
< 0.001), without significant publication bias. Additionally, significantly better outcomes were found in the long-retention of knowledge score (SMD = 0.37, 95% CI [0.19–0.55],
p
< 0.001). However, in the subgroup analysis no significance was indicated in the outcome of overall knowledge after using DG compared with other digital methods (SMD = 0.58, 95% CI [0.46–0.69],
p
< 0.001). Additionally, six studies assessed the attitude of learners, all of which reported a preference for DG. These results suggest that a DG-based medical curriculum could generate a significant improvement in learning compared to traditional methods. |
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AbstractList | Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through five databases. The citations as well as extracted data from articles were independently assessed, and randomized controlled trials (RCTs) were eligible acceding to inclusion. The methodological quality was evaluated using the Grading of Recommendations, Assessment, Development, and Evaluations assessment (GRADE). To screen the systematic results, standardized mean difference (SMD) was used, and the pooled effect sizes were calculated by random effects model. I2 statistics, meta-regression and subgroup analyses were applied to evaluate the heterogeneity. In total 13 RCTs with 1236 subjects were included in research. The systemic analysis indicated a significantly improved effectiveness in support of DG compared to controls in medical education (SMD = 0.58, 95% confidence interval (CI) [0.46–0.69], p < 0.001), without significant publication bias. Additionally, significantly better outcomes were found in the long-retention of knowledge score (SMD = 0.37, 95% CI [0.19–0.55], p < 0.001). However, in the subgroup analysis no significance was indicated in the outcome of overall knowledge after using DG compared with other digital methods (SMD = 0.58, 95% CI [0.46–0.69], p < 0.001). Additionally, six studies assessed the attitude of learners, all of which reported a preference for DG. These results suggest that a DG-based medical curriculum could generate a significant improvement in learning compared to traditional methods. Applying digital games (DG) in medical education and learning is increasing. The purpose of this meta-analysis was to determine the effectiveness of DG compared with other methods in terms of improving knowledge or satisfaction of learners in the medical field. An extensive search of publications dated between 2010 and 2020 was carried out through five databases. The citations as well as extracted data from articles were independently assessed, and randomized controlled trials (RCTs) were eligible acceding to inclusion. The methodological quality was evaluated using the Grading of Recommendations, Assessment, Development, and Evaluations assessment (GRADE). To screen the systematic results, standardized mean difference (SMD) was used, and the pooled effect sizes were calculated by random effects model. I 2 statistics, meta-regression and subgroup analyses were applied to evaluate the heterogeneity. In total 13 RCTs with 1236 subjects were included in research. The systemic analysis indicated a significantly improved effectiveness in support of DG compared to controls in medical education (SMD = 0.58, 95% confidence interval (CI) [0.46–0.69], p < 0.001), without significant publication bias. Additionally, significantly better outcomes were found in the long-retention of knowledge score (SMD = 0.37, 95% CI [0.19–0.55], p < 0.001). However, in the subgroup analysis no significance was indicated in the outcome of overall knowledge after using DG compared with other digital methods (SMD = 0.58, 95% CI [0.46–0.69], p < 0.001). Additionally, six studies assessed the attitude of learners, all of which reported a preference for DG. These results suggest that a DG-based medical curriculum could generate a significant improvement in learning compared to traditional methods. |
Author | Zhou, Kaiyuan Ding, Yi Zhao, Jingjie |
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Cites_doi | 10.1016/j.nedt.2017.04.027 10.1186/1472-6920-8-50 10.1016/j.ijmedinf.2019.08.004 10.1016/j.jsurg.2012.06.006 10.1186/s12909-016-0836-5 10.1016/j.nedt.2017.04.026 10.1371/journal.pone.0082328 10.2196/jmir.6944 10.3109/01421590903473969 10.1371/journal.pmed.1000097 10.2190/FLHV-K4WA-WPVQ-H0YM 10.2307/2529310 10.1111/j.0006-341x.2000.00455.x 10.3102/0034654315582065 10.1016/j.compedu.2018.05.005 10.2196/12912 10.1186/1472-6920-13-30 10.1186/1472-6920-10-50 10.1016/j.nedt.2019.05.010 10.2307/2533446 10.1186/1472-6920-12-104 10.3109/0142159X.2015.1006609 10.1111/medu.13116 10.1097/01.NEP.0000000000000251 10.2196/13028 10.1136/bmj.j5416 10.1097/ACM.0000000000002183 10.1007/s00464-017-5452-x 10.1097/EJA.0000000000000675 10.1371/journal.pone.0057372 10.1136/postgradmedj-2013-132486 |
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SubjectTerms | Computer & video games Computer Games Education Educational Policy and Politics Effect Size Game Based Learning Instructional Effectiveness International and Comparative Education Knowledge Level Learning and Instruction Medical Education Meta Analysis Pedagogy Quality of education Randomized Controlled Trials Regular Article Retention (Psychology) Sociology of Education Student Attitudes Student Satisfaction Systematic review Video Games |
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Title | Digital Games-Based Learning Pedagogy Enhances the Quality of Medical Education: A Systematic Review and Meta-Analysis |
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