Trial reportBMC medical education2017
Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness.
Trial report in BMC medical education, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 34 papers, 4 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
34 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Motivation Theories and Constructs in Experimental Studies of Online Instruction: Systematic Review and Directed Content Analysis.JMIR medical education · 2025Pooled it
- Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness.Advances in health sciences education : theory and practice · 2024Pooled it
- Gamification of health professions education: a systematic review.Advances in health sciences education : theory and practice · 2021Pooled it
- Serious Gaming and Gamification Education in Health Professions: Systematic Review.Journal of medical Internet research · 2019Pooled it
- Comparison of the effects of burn assessment mission game with feedback lecture on nursing students' knowledge and skills in the burn patients' assessment: a randomized clinical trial.BMC medical informatics and decision making · 2024Trial
- Comparative satisfaction and effectiveness of virtual simulation and usual supervised work for postpartum hemorrhage management: a crossover randomized controlled trial.BMC medical education · 2022Trial
- Effect of an E-Learning Module on Personal Protective Equipment Proficiency Among Prehospital Personnel: Web-Based Randomized Controlled Trial.Journal of medical Internet research · 2020Trial
- Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students.BMC medical education · 2020Trial
- The Mechanism and Design Principles of Serious Games in Enhancing Adolescents' Internet Adaptability.JMIR serious games · 2026Article
- Candy Crush over skipping rope? Real-time EEG-based anxiety index reduction via brief gaming interventions breaks in high-stress anesthesia residency shifts.BMC medical education · 2026Article
- Article
- From technique mastery to scientific thinking: how open-ended experiments shape medical students' perception of laboratory course roles in China.BMC medical education · 2024Article
- Development and evaluation of an emergency department serious game for undergraduate medical students.BMC medical education · 2024Article
- A Serious Game for Enhancing Rescue Reasoning Skills in Tactical Combat Casualty Care: Development and Deployment Study.JMIR formative research · 2024Article
- Infection prevention in medical education - results of a descriptive cross-sectional study in Germany.GMS journal for medical education · 2024Article
- Virtual reality simulation as a training tool for perfusionists in extracorporeal circulation: Establishing face and content validity.JTCVS techniques · 2023Article
- Explaining the health system in a practical way - the use of a simulation game in medical sociology teaching.GMS journal for medical education · 2023Article
- Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied.JMIR serious games · 2022Article
- Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study.JMIR serious games · 2022Article
- An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study.JMIR serious games · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious games have the potential to teach complex cognitive skills in an engaging way, at relatively low costs. Their flexibility in use and scalability makes them an attractive learning tool, but more research is needed on the effectiveness of serious games compared to more traditional formats such e-modules. We investigated whether undergraduate medical students developed better knowledge and awareness and were more motivated after learning about patient-safety through a serious game than peers who studied the same topics using an e-module.
methodsFourth-year medical students were randomly assigned to either a serious game that included video-lectures, biofeedback exercises and patient missions (n = 32) or an e-module, that included text-based lectures on the same topics (n = 34). A third group acted as a historical control-group without extra education (n = 37). After the intervention, which took place during the clinical introduction course, before the start of the first rotation, all students completed a knowledge test, a self-efficacy test and a motivation questionnaire. During the following 10-week clinical rotation they filled out weekly questionnaires on patient-safety awareness and stress.
resultsThe results showed patient safety knowledge had equally improved in the game group and e-module group compared to controls, who received no extra education. Average learning-time was 3 h for the game and 1 h for the e-module-group. The serious game was evaluated as more engaging; the e-module as more easy to use. During rotations, students in the three groups reported low and similar levels of patient-safety awareness and stress. Students who had treated patients successfully during game missions experienced higher self-efficacy and less stress during their rotation than students who treated patients unsuccessfully.
conclusionsVideo-lectures (in a game) and text-based lectures (in an e-module) can be equally effective in developing knowledge on specific topics. Although serious games are strongly engaging for students and stimulate them to study longer, they do not necessarily result in better performance in patient safety issues.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.