Evidence map›Paper›PMID 32723710›Full record

ArticleJMIR serious games2020

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.

Kiki R Buijs-Spanjers, Harianne Hm Hegge, Fokie Cnossen, Debbie Adc Jaarsma, Sophia E de Rooij

Abstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 3 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Pooled it
  4. Article
  5. Article
  6. The Role of Games and Social Media in Medical Education: A Narrative Review.Journal of medical education and curricular development
    Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Kiki R Buijs-SpanjersDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands.ORCID https://orcid.org/0000-0003-2277-6603
Harianne Hm HeggeDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands.ORCID https://orcid.org/0000-0001-8499-1929
Fokie CnossenBernoulli Institute of Mathematics, Computer Science and Artificial Intelligence, Department of Artificial Intelligence, University of Groningen, Groningen, Netherlands.ORCID https://orcid.org/0000-0001-7435-4889
Debbie Adc JaarsmaCenter for Education Development and Research in Health Professions, LEARN, University of Groningen, University Medical Center Groningen, Groningen, Netherlands.ORCID https://orcid.org/0000-0003-1668-2002
Sophia E de RooijDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands.ORCID https://orcid.org/0000-0001-5130-1987

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundAlthough many studies have recently been published on the value of serious games for medical education, little attention has been given to the role of dark play (choosing unacceptable actions in games).

objectiveThis study aimed to investigate potential differences in the characteristics of medical students who have the opportunity to choose normal or dark play in a serious game. This study also aimed to compare their reasons for choosing a play strategy and their perceptions of what they learned from their game play.

methodsWe asked undergraduate medical students to play a serious game in which they had to take care of a patient with delirium (The Delirium Experience). After getting acquainted with the game, students could opt for normal or dark play. Student characteristics (age, gender, experience with caring for older or delirious patients, and number of completed clerkships) were collected, and the Delirium Attitude Scale and Learning Motivation and Engagement Questionnaire were administered. Reasons for choosing normal or dark play were evaluated with an open-ended question. Information on lessons they had learned from the game was collected using an open-ended question and self-reported knowledge on delirium.

resultsThis study had 160 participants (89 normal play, 71 dark play). Male students (26/160, 56.5%) chose dark play significantly more often than female students (45/160, 39.5%; P=.049). We did not find significant differences in student characteristics or measurement outcomes between play strategies. Participants' main reason for choosing normal play was to learn how to provide care to delirious patients, and the main reason for dark play was to gain insight into what a delirious patient has to endure during delirious episodes. All participants learned what to do when taking care of a delirious patient and gained insight into how a patient experiences delirium. We found no differences in self-reported knowledge.

conclusionsWhen medical students have the opportunity to choose dark play in a serious game, half of them will probably choose this play strategy. Male students will more likely opt for dark play than female students. Choice of play strategy is not affected by any other student characteristic or measurement outcome. All students learned the same lessons from playing the game, irrespective of their learning strategy.

Indexed as

dark playdeliriummedical educationmedical studentsserious games

Identifiers

PMID32723710
PMCPMC7424470

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LicenceCC BY
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Registered trials

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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.