Education Research: Teaching Neurologic Emergencies Through Serious Games: A Randomized Comparative Intervention Study.

Neurology. Education Pub Date : 2025-06-11 eCollection Date: 2025-06-01 DOI:10.1212/NE9.0000000000200217
Maximilian Heidrich, Helena-Fee Gudorf, Kristoph Rauchstaedt, Andreas Breuer-Kaiser, Ralf Gold, Lars Tönges, Anne-Sophie Biesalski
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Abstract

Background and objectives: Serious games (SGs) are increasingly used in education, although data on their use in neurology education are limited. This study evaluates SG effect on knowledge retention, subjective impression of decision making, and learner satisfaction.

Methods: Using a 6-step approach to curriculum development, we designed a digital interactive course as a SG, incorporating realistic video simulations to teach neurologic emergencies. A randomized intervention study compared the SG method (intervention) with clinical case seminars (seminar groups B and C) and no instruction (control group). Knowledge retention was assessed through multiple-choice (MC) tests immediately and 3 weeks postinstruction. Secondary measures included student satisfaction and usability. Descriptive statistical analyses were performed using IBM SPSS Statistics for Windows, Version 29.0, and free-text responses were analyzed qualitatively.

Results: The survey initially included 77 students (control, n = 16; SG, n = 32; seminar control, n = 29), with 57 completing the follow-up survey. Scores on the MC test were similar immediately after the course (SG: 70.1%, Seminar Group B: 65.0%, Seminar Group C: 67.0%) and declined less for the SG (4.1%) than the seminar groups (10.9% for B, 5.5% for C). Likert scale responses exhibited higher satisfaction and usability in the SG group, with 93.5% of SG participants reporting a reduction in fear of clinical emergencies. Feedback from the SG participants was mostly positive, with many commenting on the engaging structure of the course.

Discussion: Video-based SGs have shown efficacy in teaching neurologic emergency medicine. SG-acquired knowledge is more sustained than that acquired through traditional teaching formats and is well-received by Generation Z students.

教育研究:通过严肃游戏教学神经急症:一项随机比较干预研究。
背景和目的:严肃游戏(SGs)在教育中的应用越来越多,尽管它们在神经学教育中的应用数据有限。本研究评估SG对知识保留、决策主观印象和学习者满意度的影响。方法:采用六步法课程开发,我们设计了一个数字互动课程作为SG,结合真实的视频模拟来教授神经急症。一项随机干预研究比较了SG方法(干预)与临床病例研讨会(研讨会B组和C组)和无指导(对照组)。通过多项选择(MC)测试评估知识保留情况,并在教学后3周进行评估。次要测量包括学生满意度和可用性。使用IBM SPSS Statistics for Windows, Version 29.0进行描述性统计分析,并对自由文本回复进行定性分析。结果:调查初始包括77名学生(对照组,n = 16;SG, n = 32;研讨会对照组(n = 29),其中57人完成了随访调查。课程结束后,MC测试的分数相似(SG: 70.1%,研讨组B: 65.0%,研讨组C: 67.0%),而且研讨组的分数下降幅度(4.1%)小于研讨组(B 10.9%, C 5.5%)。李克特量表反应在SG组中表现出更高的满意度和可用性,93.5%的SG参与者报告对临床紧急情况的恐惧减少。SG参与者的反馈大多是积极的,许多人对课程的引人入胜的结构发表了评论。讨论:基于视频的SGs在神经急诊科医学教学中显示出有效性。sg获得的知识比通过传统教学形式获得的知识更持久,受到Z一代学生的欢迎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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