Use of a Serious Game to Teach Infectious Disease Management in Medical School: Effectiveness and Transfer to a Clinical Examination

2022 | journal article. A publication with affiliation to the University of Göttingen.

Jump to: Cite & Linked | Documents & Media | Details | Version history

Cite this publication

​Use of a Serious Game to Teach Infectious Disease Management in Medical School: Effectiveness and Transfer to a Clinical Examination​
Aster, A.; Scheithauer, S.; Middeke, A. C.; Zegota, S.; Clauberg, S.; Artelt, T. & Schuelper, N. et al.​ (2022) 
Frontiers in Medicine9 art. 863764​.​ DOI: https://doi.org/10.3389/fmed.2022.863764 

Documents & Media

License

GRO License GRO License

Details

Authors
Aster, Alexandra; Scheithauer, Simone; Middeke, Angélina Charline; Zegota, Simon; Clauberg, Sigrid; Artelt, Tanja; Schuelper, Nikolai; Raupach, Tobias
Abstract
Purpose Physicians of all specialties must be familiar with important principles of infectious diseases, but curricular time for this content is limited and clinical teaching requires considerable resources in terms of available patients and teachers. Serious games are scalable interventions that can help standardize teaching. This study assessed whether knowledge and skills acquired in a serious game translate to better performance in a clinical examination. Methods Fifth-year undergraduate medical students ( n = 100) at Goettingen Medical School were randomized to three groups receiving different levels of exposure to virtual patients presenting with signs and symptoms of either infective endocarditis or community-acquired pneumonia in a serious game simulating an accident and emergency department. Student performance was assessed based on game logfiles and an objective standardized clinical examination (OSCE). Results Higher exposure to virtual patients in the serious game did not result in superior OSCE scores. However, there was good agreement between student performance in the OSCE and in game logfiles ( r = 0.477, p = 0.005). An Item Response Theory analysis suggested that items from the serious game covered a wider range of ability, thus better differentiating between students within a given cohort. Conclusion Repeated exposure to virtual patients with infectious diseases in a serious game did not directly impact on exam performance but game logfiles might be good and resource-sparing indicators of student ability. One advantage of using serious games in medical education is standardized content, a lower inhibition threshold to learn, and a need of less staff time compared to small-group clinical teaching.
Issue Date
2022
Journal
Frontiers in Medicine 
eISSN
2296-858X

Reference

Citations


Social Media