ArticleBMC medical education2024
Development and evaluation of an emergency department serious game for undergraduate medical students.
Article in BMC medical education, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Impact of providing a customized guideline on virtual medical history taking in two serious games for medical education.Medical education online · 2025Trial
- The effectiveness of gamification on learning topics related to infertility and abortion among health professions students.BMC medical education · 2025Trial
- Artificial intelligence in the emergency department-- applications, perceptions and limitations: a narrative review.World journal of emergency medicine · 2026Review
- Effectiveness of AI-Supported Game-Based Learning: A Systematic Review of Outcomes, Challenges, and Future Directions.Behavioral sciences (Basel, Switzerland) · 2026Review
- Review
- Article
- A videogame for perceived risk of harm from opioid misuse in adolescents: a randomized controlled trial.Nature health · 2026Article
- Interdisciplinary medical education practices: building a case-driven interdisciplinary simulation system based on public datasets.BMC medical education · 2025Article
- Theoretical background of the game design element "chatbot" in serious games for medical education.Advances in simulation (London, England) · 2025Article
- Mapping artificial intelligence models in emergency medicine: A scoping review on artificial intelligence performance in emergency care and education.Turkish journal of emergency medicineReview
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious games are risk-free environments training various medical competencies, such as clinical reasoning, without endangering patients' safety. Furthermore, serious games provide a context for training situations with unpredictable outcomes. Training these competencies is particularly important for healthcare professionals in emergency medicine.
methodsBased on these considerations, we designed, implemented, and evaluated a serious game in form of an emergency department, containing the features of a virtual patient generator, a chatbot for medical history taking with self-formulated questions, artificially generated faces based on an artificial intelligence algorithm, and feedback for students. The development process was based on an already existing framework resulting in an iterative procedure between development and evaluation. The serious game was evaluated using the System Usability Scale and the User Experience Questionnaire.
resultsThe System Usability Scale provided a substantial result for the usability. In terms of the user experience, four scales yielded positive results, whereas two scales yielded neutral results.
conclusionThe evaluation of both usability and user experience yielded overall positive results, while simultaneously identifying potential areas for improvement. Further studies will address the implementation of additional game design elements, and testing student learning outcome.
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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.