ArticleJMIR serious games2018
A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial.
Article in JMIR serious games, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers, 3 of them syntheses that pooled it.
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Who cites it
15 citing papers in PubMed, 3 syntheses or guidelines pooled it, 39 citations in OpenAlex.
- Motivation Theories and Constructs in Experimental Studies of Online Instruction: Systematic Review and Directed Content Analysis.JMIR medical education · 2025Pooled it
- Digital education about delirium for health care professional students: a mixed methods systematic review.BMC medical education · 2024Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Effectiveness of Life Goal Framing to Motivate Medical Students During Online Learning: A Randomized Controlled Trial.Perspectives on medical education · 2023Trial
- Delirium education priorities for healthcare professional students: a modified Delphi study.BMC medical education · 2025Article
- 'The upside-down' healthcare professional students' experiences of delirium: an all-Ireland focus group study.BMC medical education · 2024Article
- Serious games vs. traditional tutorials in the pandemic: a randomised controlled trial.Frontiers in medicine · 2024Article
- Game-based learning in medical education.Frontiers in public health · 2023Review
- A scoping review of the changing landscape of geriatric medicine in undergraduate medical education: curricula, topics and teaching methods.European geriatric medicine · 2022Article
- Article
- Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review.JMIR serious games · 2021Article
- The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium: an interview study.BMC medical education · 2020Article
- Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design.JMIR serious games · 2020Article
- Evaluation of a co-produced delirium awareness programme for undergraduate nursing students in Northern Ireland: a pre-test/post-test study.BMC nursing · 2020Article
- The Role of Games and Social Media in Medical Education: A Narrative Review.Journal of medical education and curricular developmentReview
Corrections and comments
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Authors and funding
5 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundAdequate delirium recognition and management are important to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed.
objectiveIn this study, we aimed to gain insight into whether the serious game, Delirium Experience, is suited as an educational intervention.
methodsWe conducted a three-arm randomized controlled trial. We enrolled 156 students in the third year of their Bachelor of Medical Sciences degree at the University Medical Centre Groningen. The Game group of this study played Delirium Experience. The Control D group watched a video with explanations on delirium and a patient's experience of delirious episodes. The Control A group watched a video on healthy aging. To investigate students' skills, we used a video of a delirious patient for which students had to give care recommendations and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium.
resultsIn total, 156 students participated in this study (Game group, n=51; Control D group, n=51; Control A group, n=55). The Game group scored higher with a median (interquartile range) of 6 (4-8) for given recommendations and learning motivation and engagement compared with the Control D (1, 1-4) and A (0, 0-3) groups (P<.001). Furthermore, the Game group scored higher (7, 6-8) on self-reported knowledge compared with the Control A group (6, 5-6; P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude toward delirious patients (P=.55).
conclusionsThe serious game, Delirium Experience, is suitable as an educational intervention to teach delirium care to medical students and has added value in addition to a lecture.
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