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1.
Am J Med ; 135(2): 254-257, 2022 02.
Article in English | MEDLINE | ID: covidwho-1487583

ABSTRACT

BACKGROUND: During the 2020-2021 coronavirus disease 2019 (COVID-19) lockdown, social activities were limited by the government-recommended social distancing guidelines, leading to an abundance of mental health issues. METHODS: We hypothesized that Twitter sentiment analysis may shed some light on Animal Crossing: New Horizons and its impact on mental health during the COVID-19 pandemic. RESULTS: We found that social gaming and social media may be used as tools to cope with stress during the COVID-19 pandemic. CONCLUSIONS: Further research, including randomized study designs and prospective measurements of mental health outcomes related to social gaming behavior are required.


Subject(s)
Adaptation, Psychological , COVID-19/psychology , Games, Recreational/psychology , Quarantine/psychology , COVID-19/prevention & control , COVID-19/transmission , Humans , Quarantine/methods
2.
Games Health J ; 10(2): 139-144, 2021 Apr.
Article in English | MEDLINE | ID: covidwho-1060094

ABSTRACT

Objective: The sudden disruption of university teaching caused by the coronavirus disease 2019 (COVID-19) pandemic has forced universities to switch to online teaching. It is vital for graduating medical students to learn about COVID-19 because they are likely to treat COVID-19 patients after graduation. We developed a COVID-19 lesson for medical students that used either an online lecture or a serious game that we designed. The aim of this study is to explore the effectiveness of a serious game versus online lectures for improving medical students' COVID-19 knowledge. Materials and Methods: From our university's database of knowledge scores, we collected the prelesson, postlesson, and final test knowledge scores of the students who participated in the lesson and conducted a retrospective comparative analysis. Results: An analysis of scores concerning knowledge of COVID-19 from prelesson and postlesson tests shows that both teaching methods produce significant increases in short-term knowledge, with no statistical difference between the two methods (P > 0.05). The final test scores, however, show that the group of students who used the game-based computer application scored significantly higher in knowledge retention than did the online lecture group (P = 0.001). Conclusion: In the context of the disruption of traditional university teaching caused by the COVID-19 pandemic, the serious game we designed is potentially an effective option for online medical education about COVID-19, particularly in terms of its capacity for improved knowledge retention.


Subject(s)
Clinical Competence/standards , Games, Recreational/psychology , Students, Medical/psychology , Teaching/standards , Analysis of Variance , COVID-19/diagnosis , COVID-19/physiopathology , COVID-19/therapy , Clinical Competence/statistics & numerical data , Education, Distance/methods , Education, Medical, Undergraduate/methods , Education, Medical, Undergraduate/standards , Education, Medical, Undergraduate/statistics & numerical data , Female , Humans , Knowledge , Male , Retrospective Studies , Students, Medical/statistics & numerical data , Teaching/psychology , Teaching/statistics & numerical data , Young Adult
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