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Support for and aspects of use of educational games in family medicine and internal medicine residency programs in the US: a survey

机译:美国家庭医学和内科医学住院医师项目中教育游戏的支持和使用方面的调查

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Background The evidence supporting the effectiveness of educational games in graduate medical education is limited. Anecdotal reports suggest their popularity in that setting. The objective of this study was to explore the support for and the different aspects of use of educational games in family medicine and internal medicine residency programs in the United States. Methods We conducted a survey of family medicine and internal medicine residency program directors in the United States. The questionnaire asked the program directors whether they supported the use of educational games, their actual use of games, and the type of games being used and the purpose of that use. Results Of 434 responding program directors (52% response rate), 92% were in support of the use of games as an educational strategy, and 80% reported already using them in their programs. Jeopardy like games were the most frequently used games (78%). The use of games was equally popular in family medicine and internal medicine residency programs and popularity was inversely associated with more than 75% of residents in the program being International Medical Graduates. The percentage of program directors who reported using educational games as teaching tools, review tools, and evaluation tools were 62%, 47%, and 4% respectively. Conclusions Given a widespread use of educational games in the training of medical residents, in spite of limited evidence for efficacy, further evaluation of the best approaches to education games should be explored.
机译:背景技术支持教育游戏在研究生医学教育中的有效性的证据有限。传闻表明它们在这种情况下很受欢迎。这项研究的目的是探索在美国家庭医学和内科医学住院医师项目中使用教育游戏的支持和不同方面。方法我们对美国家庭医学和内科住院医师项目主管进行了调查。问卷调查询问了计划负责人,他们是否支持教育游戏的使用,他们对游戏的实际使用,所使用游戏的类型以及使用目的。结果434名响应计划主任(52%答复率)中,有92%支持将游戏作为一种教育策略使用,还有80%报告已经在其计划中使用了它们。像危险游戏这样的游戏是最常用的游戏(78%)。在家庭医学和内科医学住院医师项目中,游戏的使用同样受到欢迎,而该项目中超过75%的居民是国际医学毕业生则与受欢迎程度成反比。报告称使用教育游戏作为教学工具,审查工具和评估工具的程序主管的百分比分别为62%,47%和4%。结论鉴于教育游戏在医疗居民培训中的广泛使用,尽管有效性证据有限,仍应探索进一步评估教育游戏的最佳方法。

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