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Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial
Purpose: To compare the level of knowledge retention between two different instructional strategies (one combined face-to-face and serious game and the other a combined face-to-face and video) on undergraduate medical students. Methods: The comparison was achieve by conducting a randomized controlle...
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creator | Sevivas, Claudia De Lima, Edirlei Soares Monteiro, Micaela Pereira, Joao |
description | Purpose: To compare the level of knowledge retention between two different instructional strategies (one combined face-to-face and serious game and the other a combined face-to-face and video) on undergraduate medical students. Methods: The comparison was achieve by conducting a randomized controlled trial. This trial involved 42 undergraduate medical students. First they participated in a conventional class of 45 minutes about "the recommendation for the transportation of the critically ill patients", followed by a pre-test. Students were assigned at random to the control, video, and game groups, where they either watched instructive videos or played a serious game. After four weeks of exposure, a retention-test, containing the same questions of the pre-test, was administer to the video and game groups. The students also performed a survey eliciting students' perceptions, expectations and satisfaction regarding serious games. Knowledge test scores were analysed by the Wilcoxon signed-ranks test and Kruskal-Wallis test. The survey was descriptively analyzed. Results: The retention-test results showed that both instructional strategies (game and video) have achieved a slightly higher level of knowledge retention than the control group and in particular in the group that watched the video. Nevertheless, doing a between group analysis, no statistically significant difference ( p=0.5 ) was observed for groups when comparing results obtained in the two points of assessment and teaching method. However, within-group comparison showed that there is a statistical significance when comparing the difference between pre/retention-test results for the instructional strategies (game and video, with p=0.001 and p=0.002 , respectively), while this was not verified for the conventional class ( p > 0.06 ). Conclusion: Results indicate improvement in students' previous knowledge for both instructional strategies, in particular in the group that combined face-to-face and video class. |
doi_str_mv | 10.1109/SeGAH57547.2023.10253791 |
format | conference_proceeding |
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Methods: The comparison was achieve by conducting a randomized controlled trial. This trial involved 42 undergraduate medical students. First they participated in a conventional class of 45 minutes about "the recommendation for the transportation of the critically ill patients", followed by a pre-test. Students were assigned at random to the control, video, and game groups, where they either watched instructive videos or played a serious game. After four weeks of exposure, a retention-test, containing the same questions of the pre-test, was administer to the video and game groups. The students also performed a survey eliciting students' perceptions, expectations and satisfaction regarding serious games. Knowledge test scores were analysed by the Wilcoxon signed-ranks test and Kruskal-Wallis test. The survey was descriptively analyzed. Results: The retention-test results showed that both instructional strategies (game and video) have achieved a slightly higher level of knowledge retention than the control group and in particular in the group that watched the video. Nevertheless, doing a between group analysis, no statistically significant difference ( p=0.5 ) was observed for groups when comparing results obtained in the two points of assessment and teaching method. However, within-group comparison showed that there is a statistical significance when comparing the difference between pre/retention-test results for the instructional strategies (game and video, with p=0.001 and p=0.002 , respectively), while this was not verified for the conventional class ( p > 0.06 ). Conclusion: Results indicate improvement in students' previous knowledge for both instructional strategies, in particular in the group that combined face-to-face and video class.</description><identifier>EISSN: 2573-3060</identifier><identifier>EISBN: 9798350346077</identifier><identifier>DOI: 10.1109/SeGAH57547.2023.10253791</identifier><language>eng</language><publisher>IEEE</publisher><subject>Education ; Instructional Strategies ; Knowledge Retention ; Medical Education ; Randomized Controlled Trial ; Serious games ; Surveys ; Transportation</subject><ispartof>2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH), 2023, p.1-8</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/10253791$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,780,784,789,790,27925,54555,54932</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/10253791$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Sevivas, Claudia</creatorcontrib><creatorcontrib>De Lima, Edirlei Soares</creatorcontrib><creatorcontrib>Monteiro, Micaela</creatorcontrib><creatorcontrib>Pereira, Joao</creatorcontrib><title>Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial</title><title>2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)</title><addtitle>SEGAH</addtitle><description>Purpose: To compare the level of knowledge retention between two different instructional strategies (one combined face-to-face and serious game and the other a combined face-to-face and video) on undergraduate medical students. Methods: The comparison was achieve by conducting a randomized controlled trial. This trial involved 42 undergraduate medical students. First they participated in a conventional class of 45 minutes about "the recommendation for the transportation of the critically ill patients", followed by a pre-test. Students were assigned at random to the control, video, and game groups, where they either watched instructive videos or played a serious game. After four weeks of exposure, a retention-test, containing the same questions of the pre-test, was administer to the video and game groups. The students also performed a survey eliciting students' perceptions, expectations and satisfaction regarding serious games. Knowledge test scores were analysed by the Wilcoxon signed-ranks test and Kruskal-Wallis test. The survey was descriptively analyzed. Results: The retention-test results showed that both instructional strategies (game and video) have achieved a slightly higher level of knowledge retention than the control group and in particular in the group that watched the video. Nevertheless, doing a between group analysis, no statistically significant difference ( p=0.5 ) was observed for groups when comparing results obtained in the two points of assessment and teaching method. However, within-group comparison showed that there is a statistical significance when comparing the difference between pre/retention-test results for the instructional strategies (game and video, with p=0.001 and p=0.002 , respectively), while this was not verified for the conventional class ( p > 0.06 ). Conclusion: Results indicate improvement in students' previous knowledge for both instructional strategies, in particular in the group that combined face-to-face and video class.</description><subject>Education</subject><subject>Instructional Strategies</subject><subject>Knowledge Retention</subject><subject>Medical Education</subject><subject>Randomized Controlled Trial</subject><subject>Serious games</subject><subject>Surveys</subject><subject>Transportation</subject><issn>2573-3060</issn><isbn>9798350346077</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2023</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNo1kEtOwzAYhA0SElXpDVj4Aim_3za7EpW2UhESLWwrJ3bAKImLnS7g9AQBqxnNp5nFIIQJzAkBc7Pzq8VaKMHVnAJlcwJUMGXIGZoZZTQTwLgEpc7RhArFCgYSLtEs53cAYHSkWk_QRxm7o02hf8U7n0I8Zbyync_Y9g6_BOdjcWezd3jT5yGd6iHE3rb4wQ9v0WUc-tG6UI_R0p1q-4Nv8QI_jfXYha-xWMZ-SLFtR7tPwbZX6KKxbfazP52i5_vlvlwX28fVplxsi0CBDwUzREtPKimdsK7WVVMxU0tFRcOd4kIRLpmByljLpRREUaYbDZqzRhhnNZui69_d4L0_HFPobPo8_L_EvgG3N1yA</recordid><startdate>20230828</startdate><enddate>20230828</enddate><creator>Sevivas, Claudia</creator><creator>De Lima, Edirlei Soares</creator><creator>Monteiro, Micaela</creator><creator>Pereira, Joao</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>20230828</creationdate><title>Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial</title><author>Sevivas, Claudia ; De Lima, Edirlei Soares ; Monteiro, Micaela ; Pereira, Joao</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i204t-39186e1b66d5adc8bfb39c6725f4d7457146390b9aa466517238f80843f59da83</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Education</topic><topic>Instructional Strategies</topic><topic>Knowledge Retention</topic><topic>Medical Education</topic><topic>Randomized Controlled Trial</topic><topic>Serious games</topic><topic>Surveys</topic><topic>Transportation</topic><toplevel>online_resources</toplevel><creatorcontrib>Sevivas, Claudia</creatorcontrib><creatorcontrib>De Lima, Edirlei Soares</creatorcontrib><creatorcontrib>Monteiro, Micaela</creatorcontrib><creatorcontrib>Pereira, Joao</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE/IET Electronic Library</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Sevivas, Claudia</au><au>De Lima, Edirlei Soares</au><au>Monteiro, Micaela</au><au>Pereira, Joao</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial</atitle><btitle>2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)</btitle><stitle>SEGAH</stitle><date>2023-08-28</date><risdate>2023</risdate><spage>1</spage><epage>8</epage><pages>1-8</pages><eissn>2573-3060</eissn><eisbn>9798350346077</eisbn><abstract>Purpose: To compare the level of knowledge retention between two different instructional strategies (one combined face-to-face and serious game and the other a combined face-to-face and video) on undergraduate medical students. Methods: The comparison was achieve by conducting a randomized controlled trial. This trial involved 42 undergraduate medical students. First they participated in a conventional class of 45 minutes about "the recommendation for the transportation of the critically ill patients", followed by a pre-test. Students were assigned at random to the control, video, and game groups, where they either watched instructive videos or played a serious game. After four weeks of exposure, a retention-test, containing the same questions of the pre-test, was administer to the video and game groups. The students also performed a survey eliciting students' perceptions, expectations and satisfaction regarding serious games. Knowledge test scores were analysed by the Wilcoxon signed-ranks test and Kruskal-Wallis test. The survey was descriptively analyzed. Results: The retention-test results showed that both instructional strategies (game and video) have achieved a slightly higher level of knowledge retention than the control group and in particular in the group that watched the video. Nevertheless, doing a between group analysis, no statistically significant difference ( p=0.5 ) was observed for groups when comparing results obtained in the two points of assessment and teaching method. However, within-group comparison showed that there is a statistical significance when comparing the difference between pre/retention-test results for the instructional strategies (game and video, with p=0.001 and p=0.002 , respectively), while this was not verified for the conventional class ( p > 0.06 ). Conclusion: Results indicate improvement in students' previous knowledge for both instructional strategies, in particular in the group that combined face-to-face and video class.</abstract><pub>IEEE</pub><doi>10.1109/SeGAH57547.2023.10253791</doi><tpages>8</tpages></addata></record> |
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subjects | Education Instructional Strategies Knowledge Retention Medical Education Randomized Controlled Trial Serious games Surveys Transportation |
title | Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial |
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