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Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game

机译:医学生精神病学快速训练的前瞻性研究:精神病学帽游戏

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BACKGROUND:While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the ? Hat Game ?. It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3?months.METHODS:This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples.RESULTS:One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate?=?77.7%). Mean scores measured at the three points in time were significantly different (p??0.001, N?=?129). Knowledge mean scores were significantly higher after the game than before (+?28.6%, p??0.001). Improvement was maintained 3?months after the game (+?18.9%, p??0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training.CONCLUSIONS:The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.
机译:背景:虽然医学生对讲座的兴趣引起其他教育材料,但许多研究表明了积极学习的好处,结合赌博教育工具。作者开发了一种精神病的改编?帽子游戏?。这是假设这场比赛将提高医学生的知识和动机对精神科学生学。该研究的目的是评估精神病帽游戏会议在第三年医学生学习精神症状的益处。学生表现也在3?几个月内进行评估。方法:这个赌博的快速训练由两支球队组成,每个团队必须使用不同的技术猜测尽可能多的精神病学词性(即语音,哑剧)。该研究涉及知识(多项选择题)的预先评估和评估和满意度调查。通过使用Friedman分析对配对样本进行比较,比较基线,后立即和三个月的评分。通过使用对配对样品的威尔科逊试验进行两次不同时间的平均评分的比较。结果:提出一百六十六名学生参加该研究。其中129完成整个计划(响应率?=?77.7%)。在三个点测量的平均分数显着不同(P?<〜0.001,n?= 129)。在比赛之后的知识平均得分明显高于之前(+?28.6%,P?<0.001)。游戏后的3个月(+ 18.9%,P?<0.001)。满意度调查项目突出了学生享受并推荐这种类型的游戏培训。结论:精神科帽子游戏改善了医学生神病学的知识。结果表明,有前途和有效的工具可以嬉戏地教导医学神经学,从一个医疗领域到另一个医疗领域的可转移功能,效用和可接受性。本研究有助于促进医学教育的严重游戏和赌博培训的越来越多的知识体系。

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