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Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial.
Tubelo, Rodrigo Alves; Portella, Fernando Freitas; Gelain, Marco Antônio; de Oliveira, Mônica Maria Celestina; de Oliveira, Ana Emília Figueiredo; Dahmer, Alessandra; Pinto, Maria Eugênia Bresolin.
Affiliation
  • Tubelo RA; Universidade Federal de Ciências da Saúde de Porto Alegre, Porto Alegre, RS, Brazil.
  • Portella FF; Post-Graduation Program in Dentistry, Universidade Luterana do Brasil, Canoas, RS, Brazil; Universidade Feevale, Novo Hamburgo, RS, Brazil. Electronic address: portellaff@yahoo.com.br.
  • Gelain MA; Universidade Federal de Ciências da Saúde de Porto Alegre, Porto Alegre, RS, Brazil.
  • de Oliveira MMC; Universidade Federal de Ciências da Saúde de Porto Alegre, Porto Alegre, RS, Brazil.
  • de Oliveira AEF; Universidade Federal do Maranhão, São Luis, MA, Brazil.
  • Dahmer A; Universidade Federal de Ciências da Saúde de Porto Alegre, Porto Alegre, RS, Brazil.
  • Pinto MEB; Universidade Federal de Ciências da Saúde de Porto Alegre, Porto Alegre, RS, Brazil.
Int J Med Inform ; 130: 103944, 2019 10.
Article in En | MEDLINE | ID: mdl-31442848
OBJECTIVE: The aim of this study was to compare the influence of a serious game dedicated to primary health care with traditional learning methods on knowledge of undergraduate medical students. METHODS: A randomized controlled trial was conducted with undergraduate medical students. The students (n = 27) attended to an expositive leveling lesson regard the theme "Screening on Primary Health Care", and answered to a baseline knowledge test, comprised by objective questions. Students were randomly allocated to the control and game groups, in which received a text-based material regarding "Screening on Primary Health Care" or were exposed to a serious game. An immediate knowledge test and a retention knowledge test, presenting the same questions of baseline test, were responded by students at the finish of exposure and four weeks later. The students also performed a survey evaluating the user experience on the serious game. Knowledge test scores were analysed by repeated measures ANOVA and paired sample t-test. User experience and expectation surveys were descriptively analyzed. RESULTS: For the control group, the mean scores and standard deviation were 7.85 ±â€¯0.99, 9.00 ±â€¯1.87 and 7.69 ±â€¯1.44 for baseline, immediate and retention knowledge tests, respectively; the score at immediate test was higher than for baseline and retention tests. The game group presented 7.07 ±â€¯1.98, 8.00 ±â€¯1.84 and 7.15 ±â€¯1.41 for baseline, immediate and retention knowledge tests, respectively. The comparison between groups did not show differences at any moment (p < 0.05). The majority of the participants consider that the serious game has understandable instructions, presented the contents clearly, and it favors the engagement on study. CONCLUSION: The serious game was effective to improve the students' knowledge on primary health care contents. Learning based on a serious game is as effective as learning based on printed text.
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Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Primary Health Care / Students, Medical / Video Games / Education, Medical, Undergraduate Type of study: Clinical_trials Limits: Adult / Female / Humans / Male Language: En Journal: Int J Med Inform Journal subject: INFORMATICA MEDICA Year: 2019 Document type: Article Affiliation country: Brazil Country of publication: Ireland

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Primary Health Care / Students, Medical / Video Games / Education, Medical, Undergraduate Type of study: Clinical_trials Limits: Adult / Female / Humans / Male Language: En Journal: Int J Med Inform Journal subject: INFORMATICA MEDICA Year: 2019 Document type: Article Affiliation country: Brazil Country of publication: Ireland