{"title":"BactoBattle: a game-based learning companion for medical bacteriology.","authors":"Korakrit Imwattana, Areeya Methawirune, Isara Voralakkulchai, Popchai Ngamskulrungroj","doi":"10.1099/acmi.0.000608.v3","DOIUrl":null,"url":null,"abstract":"<p><p>A card game called BactoBattle has been developed to help medical students who have just started learning medical bacteriology to improve their learning efficacy and satisfaction, especially on the topic of antimicrobial resistance. Copies of the game were placed in the students' study room (approximately 1 set per 12 students) and made available to the students throughout the study period so that they could choose to play the game during their free time if desired. After the study period had ended, the students were asked to complete a questionnaire and a post-test. In total, 33 students completed the questionnaire, and were split into 2 groups: the player group, comprising 12 (36.4 %) students who had played the game, and the non-player group. The player group perceived that they could memorize more knowledge compared to the non-player group and indeed recorded higher post-test scores than the non-player group (10.4 vs 8.3 out of 15 points, <i>P</i>=0.031). However, there was no difference in learning motivation (<i>P</i>=0.441) or enjoyment (<i>P</i>=0.562) between the two groups. A majority of the players said they would continue playing the game after the study period and would recommend the game to other students. In short, the BactoBattle game can be a useful tool to improve the learning efficacy of students, but its effect on learning satisfaction remains unclear.</p>","PeriodicalId":6956,"journal":{"name":"Access Microbiology","volume":"5 6","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10323792/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Access Microbiology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1099/acmi.0.000608.v3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
A card game called BactoBattle has been developed to help medical students who have just started learning medical bacteriology to improve their learning efficacy and satisfaction, especially on the topic of antimicrobial resistance. Copies of the game were placed in the students' study room (approximately 1 set per 12 students) and made available to the students throughout the study period so that they could choose to play the game during their free time if desired. After the study period had ended, the students were asked to complete a questionnaire and a post-test. In total, 33 students completed the questionnaire, and were split into 2 groups: the player group, comprising 12 (36.4 %) students who had played the game, and the non-player group. The player group perceived that they could memorize more knowledge compared to the non-player group and indeed recorded higher post-test scores than the non-player group (10.4 vs 8.3 out of 15 points, P=0.031). However, there was no difference in learning motivation (P=0.441) or enjoyment (P=0.562) between the two groups. A majority of the players said they would continue playing the game after the study period and would recommend the game to other students. In short, the BactoBattle game can be a useful tool to improve the learning efficacy of students, but its effect on learning satisfaction remains unclear.
为了帮助刚开始学习医学细菌学的医学生提高学习效率和满意度,特别是在抗微生物药物耐药性方面,开发了一款名为BactoBattle的纸牌游戏。游戏的副本被放置在学生的自习室(大约每12名学生1套),并在整个学习期间提供给学生,以便他们可以选择在空闲时间玩游戏,如果愿意的话。研究结束后,学生们被要求完成一份问卷和一个后测。总共有33名学生完成了问卷调查,并被分为两组:玩家组,包括12名(36.4%)玩过游戏的学生,以及非玩家组。与非玩家组相比,玩家组认为他们可以记住更多的知识,并且确实比非玩家组记录了更高的测试后得分(10.4 vs 8.3,总分15分,P=0.031)。但两组在学习动机(P=0.441)和学习乐趣(P=0.562)上均无差异。大多数玩家表示,他们会在学习期结束后继续玩这款游戏,并会向其他学生推荐这款游戏。总之,BactoBattle游戏可以成为提高学生学习效能的有用工具,但其对学习满意度的影响尚不清楚。