A health-care professional is expected to hone multiple skills that are not limited to possessing medical knowledge and clinical skills. Game-based assessments are an innovative type of assessment method that combines the features of gamification and simulation to revolutionize the delivery of medical education. These assessments have the potential to promote active engagement of students by ensuring sustained interest, which is not possible to accomplish with conventional assessments. Even though game-based assessments have immense scope in medical education delivery and have been linked with multiple merits, there are potential concerns with regard to their implementation in medical institutions. In conclusion, game-based assessments offer an immersive approach to assessing the performance of medical students, especially in the domain of critical thinking and decision-making. However, the process of planning and implementation of game-based assessment has its own share of challenges, and we must adopt a systematic approach to overcome the challenges and benefit students.
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http://dx.doi.org/10.4103/ccd.ccd_33_24 | DOI Listing |
Anat Sci Educ
January 2025
ToNIC, Toulouse NeuroImaging Center, INSERM, UPS, ENVT, Université de Toulouse, Toulouse, France.
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to evaluate the effectiveness of a digital escape room in teaching veterinary anatomy to first-year students at the Toulouse Veterinary School.
View Article and Find Full Text PDFThe increasing prevalence of diabetes mellitus worldwide necessitates that medical undergraduates acquire a deep understanding of the disease to ensure accurate diagnosis and effective management. Traditional teaching methods, while foundational, often lack the interactive elements that enhance student engagement and knowledge retention. This study aimed to evaluate the effectiveness of a novel educational board game, "Diabe-teach," in enhancing knowledge retention among medical students compared with conventional self-study methods.
View Article and Find Full Text PDFAlzheimers Dement
December 2024
Shanghai Sixth People's Hospital Affiliated to Shanghai Jiao Tong University School of Medicine, Shanghai, China.
Background: Game-based Cognitive Assessment - 3-Minute Version (G3) is a WeChat mini-program developed for the early screening of cognitive impairments in Chinese older adults. It consists of three game-like digital cognitive tests, namely "Number Ordering", "Species Sorting", and "Gold Finding". This study aims to assess the sensitivity, specificity, and diagnostic accuracy of G3 in detecting mild cognitive impairment (MCI) and early-stage dementia in Chinese older adults.
View Article and Find Full Text PDFSci Rep
January 2025
Nunaps Inc., Seoul, Korea.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.
View Article and Find Full Text PDFJ Pediatr Nurs
December 2024
Faculty of Health Science Nursing Department, Yeditepe University, Istanbul, Turkey.
Purpose: Many studies have used game-based interventions to educate children about asthma. The study aims to determine the effectiveness of these games in improving asthma control and related outcomes in children.
Methods: Seven databases were searched: PubMed, Cochrane Library, Scopus, CINAHL, Embase, Web of Science, and PsycINFO'.
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