Evidence map›Paper›PMID 32873285›Full record

ArticleBMC medical education2020

The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium: an interview study.

Kiki R Buijs-Spanjers, Anne Harmsen, Harianne H Hegge, Jorinde E Spook, Sophia E de Rooij, Debbie A D C Jaarsma

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in BMC medical education, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05302414 (The Learning Outcome of Resuscitation Teamwork Training on Developing Teamwork Performance in Postgraduate Year Doctors and Nurses - Comparison of Board Game-based Learning, Simulation-based Learning and Lecture-based Learning.), which is not on this map. Cited by 9 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed, 2 pooled it
2.0field-weighted citation impact, top 14% of its field
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.

NCT05302414 nacompletednot on this mapstarted 2022, after this paper: background citation

The Learning Outcome of Resuscitation Teamwork Training on Developing Teamwork Performance in Postgraduate Year Doctors and Nurses - Comparison of Board Game-based Learning, Simulation-based Learning and Lecture-based Learning.

TypeinterventionalSponsorTaipei Medical University HospitalRan2022 to 2022Enrolled124ConditionsPatient Care TeamArmsBoard game-based learning, Simulation-based learning, Lecture-based learning
3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 2 syntheses or guidelines pooled it, 26 citations in OpenAlex.

  1. Pooled it
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  4. Article
  5. Perspectives of Australian healthcare professionals towards gamification in practice.Nutrition & dietetics : the journal of the Dietitians Association of Australia · 2025
    Article
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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

6 authors at 2 institutions in 1 country.

Kiki R Buijs-SpanjersDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands. k.r.spanjers@umcg.nl.ORCID http://orcid.org/0000-0003-2277-6603
Anne HarmsenStrategic Communication Group, Wageningen University, Wageningen, The Netherlands.
Harianne H HeggeDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands.
Jorinde E SpookStrategic Communication Group, Wageningen University, Wageningen, The Netherlands.
Sophia E de RooijDepartment of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands.
Debbie A D C JaarsmaCenter for Education Development and Research in Health Professions, LEARN, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands.
University Medical Center Groningen · NLWageningen University & Research · NL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDelirium is a neuropsychiatric syndrome that affects patients' attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games' narrative to explore aspects essential to enhance students' attitudes and learning experiences regarding delirium.

methodsWe created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used.

resultsThe patient's and nurse's perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students' attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students' learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback.

conclusionsStudents considered the characters' perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient's experience.

Indexed as

DeliriumStudents, MedicalStudents, NursingAttitudeHumansLearningDeliriumEducationNarrativeSerious game

Identifiers

PMID32873285
PMCPMC7465326
OpenAlexW3082875838

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.