Game-based learning as a teaching and learning strategy in medical education

Authors

DOI:

https://doi.org/10.33448/rsd-v11i12.32183

Keywords:

Learning; Video games; Teaching; Undergraduate medical education; Information and communication technologies.

Abstract

Game-based learning (GBL) refers to an innovative approach arising from the use of games that have educational value for teaching purposes. Although several studies have been carried out relating games and teaching, few studies have explored the effectiveness of using game-based learning in the education of medical courses. This work aims to carry out a literature review to assess the effectiveness of this new methodology in teaching in the field of medicine. The research was carried out in the following databases: PubMed, Biblioteca Virtual em Saúde (BVS) and Cochrane. The terms contained in the DeCs were used: "Experimental Games", "Teaching", "Education of Graduation in Medicine" in Portuguese and English, also considering their synonyms, in combinations and associations with Boolean operators. Among the 529 articles retrieved, 38 were selected to be read in full. The results show that GBL strategies are as efficient as traditional classes, presenting the difference against the latter because they are more conducive to student engagement, as well as fun and interactive. The use of Game-Based Learning techniques promotes the teaching and learning of topics associated with Medical Sciences in Higher Education, and can be as efficient or more efficient than the teaching models traditionally adopted. Also, GBL promotes the necessary motivation for adult students in their learning process, being this is an important differential compared to other methodologies based on the simple exposition of contents by the teacher.

References

Agudelo-Londono, S., Gorbanev, I., Delgadillo, V., Munoz, O., Cortes, A., González, R. A., & Pomares-Quimbaya, A. (2019). Development and evaluation of a serious game for teaching ICD-10 diagnosis coding to medical students. Games for Health Journal, 8(5), 349-356.

Alexander, D., Thrasher, M., Hughley, B., Woodworth, B. A., Carroll, W., Willig, J. H., & Cho, D. Y. (2019). Gamification as a tool for resident education in otolaryngology: A pilot study. The Laryngoscope, 129(2), 358-361.

Allen, P., Withey, P., Lawton, D., & Aquino, C. T. (2016). Andragogical Teaching Methods to Enhance Non-Traditional Student Classroom Engagement. Journal of Educational Technology, 13(2), 47-59.

Arnseth, Hans Christian, Thorkild Hanghøj, and Kenneth Silseth. "Games as tools for dialogic teaching and learning: outlining a pedagogical model for researching and designing game-based learning environments." Games and Education: Designs in and for Learning. Brill, 2018. 123-139.

Backhouse, A., & Malik, M. (2019). Escape into patient safety: bringing human factors to life for medical students. BMJ open quality, 8(1), e000548.

Bigdeli, S., & Kaufman, D. (2017). Digital games in medical education: Key terms, concepts, and definitions. Medical journal of the Islamic Republic of Iran, 31, 52.

Borges, F. R., da Costa, L. C. S., Avelino, C. C. V., de Freitas, L. A., Kirner, C., & Goyatá, S. L. T. (2019). Avaliação de uma tecnologia educacional utilizando a realidade aumentada para o ensino sobre visita domiciliar [Evaluation of an educational technology using augmented reality for home visiting teaching][Evaluación de una tecnología educativa que utiliza la realidad aumentada para la enseñanza de visitas domiciliarias]. Revista Enfermagem UERJ, 27, 37485.

Chen, A., Hanna, J. J., Manohar, A., & Tobia, A. (2018). Teaching empathy: The implementation of a video game into a psychiatry clerkship curriculum. Academic Psychiatry, 42(3), 362-365.

Clément, A., Delage, R., Chollier, M., Josse, L., Gaudry, S., Zahar, J. R., & Degos, B. (2020). Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game. BMC medical education, 20(1), 1-7.

Dankbaar, M. E., Richters, O., Kalkman, C. J., Prins, G., Ten Cate, O. T., van Merrienboer, J. J., & Schuit, S. C. (2017). Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness. BMC medical education, 17(1), 1-10.

Dankbaar, M. E., Roozeboom, M. B., Oprins, E. A., Rutten, F., van Merrienboer, J. J., van Saase, J. L., & Schuit, S. C. (2017). Preparing residents effectively in emergency skills training with a serious game. Simulation in Healthcare, 12(1), 9.

De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. JISC, 1-73.

De Sena, D. P., Fabrício, D. D., da Silva, V. D., Bodanese, L. C., & Franco, A. R. (2019). Comparative evaluation of video-based on-line course versus serious game for training medical students in cardiopulmonary resuscitation: a randomised trial. PloS one, 14(4), e0214722.

Drees, S., Geffert, K., & Brynen, R. (2018). Crisis on the game board–a novel approach to teach medical students about disaster medicine. GMS journal for medical education, 35(4).

França Junior, R. R. D., & Maknamara, M. (2019). A literatura sobre metodologias ativas em educação médica no Brasil: notas para uma reflexão crítica. Trabalho, educação e saúde, 17.

García-Barrios, A., Cisneros-Gimeno, A. I., Luesma-Bartolomé, M. J., Benito-Rodríguez, J., Barrio-Ollero, E., & Whyte-Orozco, J. (2020). El juego como factor motivador en la enseñanza de la anatomía humana. FEM: Revista de la Fundación Educación Médica, 23(6), 347-350.

Gerard, J. M., Scalzo, A. J., Borgman, M. A., Watson, C. M., Byrnes, C. E., Chang, T. P., & Lopreiato, J. O. (2018). Validity evidence for a serious game to assess performance on critical pediatric emergency medicine scenarios. Simulation in Healthcare, 13(3), 168-180.

Gorbanev, I., Agudelo-Londoño, S., González, R. A., Cortes, A., Pomares, A., Delgadillo, V., & Muñoz, Ó. (2018). A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical education online, 23(1), 1438718.

Guckian, J., Sridhar, A., & Meggitt, S. J. (2020). Exploring the perspectives of dermatology undergraduates with an escape room game. Clinical and Experimental Dermatology, 45(2), 153-158.

Hancock, K. J., Klimberg, V. S., Williams, T. P., Tyler, D. S., Radhakrishnan, R., & Tran, S. (2021). Surgical jeopardy: play to learn. Journal of Surgical Research, 257, 9-14.

Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International journal of environmental research and public health, 15(9), 2027.

Hill, R. V., & Nassrallah, Z. (2018). A Game-Based approach to teaching and learning anatomy of the liver and portal venous system. MedEdPORTAL, 14, 10696.

Hu, H., Xiao, Y., & Li, H. (2021). The effectiveness of a serious game versus online lectures for improving medical students' coronavirus disease 2019 knowledge. Games for Health Journal, 10(2), 139-144.

Ismail, M. A. A., Ahmad, A., Mohammad, J. A. M., Fakri, N. M. R. M., Nor, M. Z. M., & Pa, M. N. M. (2019). Using Kahoot! as a formative assessment tool in medical education: a phenomenological study. BMC medical education, 19(1), 1-8.

Kamra, P., Borman-Shoap, E. C., Zhang, L., & Pitt, M. B. (2018). Gaming the System: Creation of a Random Case-Generating Game for Use in Morning Report. Academic Pediatrics, 18(2), 234-236.

Katz, D., Zerillo, J., Kim, S., Hill, B., Wang, R., Goldberg, A., & DeMaria, S. (2017). Serious gaming for orthotopic liver transplant anesthesiology: A randomized control trial. Liver Transplantation, 23(4), 430-439.

Kinio, A. E., Dufresne, L., Brandys, T., & Jetty, P. (2019). Break out of the classroom: the use of escape rooms as an alternative teaching strategy in surgical education. Journal of surgical education, 76(1), 134-139.

Lobo, A. S. M., & Maia, L. C. G. (2015). O uso das TICs como ferramenta de ensino-aprendizagem no Ensino Superior. Caderno de Geografia, 25(44), 16-26.

Lopes, S., Magalhaes, P., Pereira, A., Martins, J., Magalhaes, C., Chaleta, E., & Rosario, P. (2018). Games used with serious purposes: a systematic review of interventions in patients with cerebral palsy. Frontiers in psychology, 9, 1712.

Lorenzo‐Alvarez, R., Rudolphi‐Solero, T., Ruiz‐Gomez, M. J., & Sendra‐Portero, F. (2020). Game‐Based learning in virtual worlds: a multiuser online game for medical undergraduate radiology education within second life. Anatomical sciences education, 13(5), 602-617.

Lucchetti, A. L. G., Lucchetti, G., de Oliveira, I. N., Moreira-Almeida, A., & da Silva Ezequiel, O. (2017). Experiencing aging or demystifying myths?–impact of different “geriatrics and gerontology” teaching strategies in first year medical students. BMC medical education, 17(1), 1-9.

McCarthy, D. M., Powell, R. E., Cameron, K. A., Salzman, D. H., Papanagnou, D., Doty, A., & Rising, K. L. (2020). Simulation-based mastery learning compared to standard education for discussing diagnostic uncertainty with patients in the emergency department: a randomized controlled trial. BMC medical education, 20(1), 1-12.

Middeke, A., Anders, S., Schuelper, M., Raupach, T., & Schuelper, N. (2018). Training of clinical reasoning with a Serious Game versus small-group problem-based learning: A prospective study. PLoS One, 13(9), e0203851.

Mitre, S. M., Siqueira-Batista, R., Girardi-de-Mendonça, J. M., Morais-Pinto, N. M. D., Meirelles, C. D. A. B., Pinto-Porto, C., & Hoffmann, L. M. A. (2008). Metodologias ativas de ensino-aprendizagem na formação profissional em saúde: debates atuais. Ciência & saúde coletiva, 13, 2133-2144.

Moore, L., & Campbell, N. (2021). Effectiveness of an escape room for undergraduate interprofessional learning: a mixed methods single group pre-post evaluation. BMC medical education, 21(1), 1-8.

Mosalanejad, L., Abdollahifard, S., & Abdian, T. (2020). Psychiatry gamification from blended learning models and efficacy of this program on students. Journal of Education and Health Promotion, 9, 68.

Ouzzani, M., Hammady, H., Fedorowicz, Z., & Elmagarmid, A. (2016). Rayyan—a web and mobile app for systematic reviews. Systematic reviews, 5(1), 1-10.

Overtoom, E. M., Jansen, F. W., van Santbrink, E. J., Koops, S. E. S., Veersema, S., & Schreuder, H. W. (2017). Training in basic laparoscopic surgical skills: residents opinion of the new Nintendo Wii-U laparoscopic simulator. Journal of surgical education, 74(2), 352-359.

Paiva, J. H. H. G. L., Barros, L. C. M., Cunha, S. F., Andrade, T. H. D. S., & Castro, D. B. D. (2019). O Uso da Estratégia Gameficação na Educação Médica. Revista brasileira de educação médica, 43, 147-156.

Pires, M. R. G. M., Göttems, L. B. D., Silva, L. V. S., Carvalho, P. A., Melo, G. F. D., & Fonseca, R. M. G. S. D. (2015). Development and validation of an instrument for evaluating the ludicity of games in health education. Revista da Escola de Enfermagem da USP, 49, 978-987.

Prochazkova, K., Novotny, P., Hancarova, M., Prchalova, D., & Sedlacek, Z. (2019). Teaching a difficult topic using a problem-based concept resembling a computer game: development and evaluation of an e-learning application for medical molecular genetics. BMC medical education, 19(1), 1-8.

Rahm, A. K., Töllner, M., Hubert, M. O., Klein, K., Wehling, C., Sauer, T., & Schultz, J. H. (2021). Effects of realistic e-learning cases on students’ learning motivation during COVID-19. PloS one, 16(4), e0249425.

Raupach, T., de Temple, I., Middeke, A., Anders, S., Morton, C., & Schuelper, N. (2021). Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up. BMC medical education, 21(1), 1-9.

Reis, Z. S. N., de Melo, M. D. C. B., Corrêa, E. J., Pereira, A. K., dos Santos, D. B., & Alves, H. J. (2016). Tecnologias digitais para o ensino em saúde: relato de experiências e a convergência para o projeto AVAS21. Revista de Saúde Digital e Tecnologias Educacionais, 1(1), 01-09.

Rezende, A., & Valdes, H. (2006). Galperin: implicações educacionais da teoria de formação das ações mentais por estágios. Educação & Sociedade, 27, 1205-1232.

Robinson, K. A., & Dickersin, K. (2002). Development of a highly sensitive search strategy for the retrieval of reports of controlled trials using PubMed. International journal of epidemiology, 31(1), 150-153.

Rohlfsen, C. J., Sayles, H., Moore, G. F., Mikuls, T. R., O’Dell, J. R., McBrien, S., & Cannella, A. C. (2020). Innovation in early medical education, no bells or whistles required. BMC Medical Education, 20(1), 1-11.

Rojas-Mancilla, E., Conei, D., Bernal, Y. A., Astudillo, D., & Contreras, Y. (2019). Learning histology through game-based learning supported by mobile technology. International Journal of Morphology, 37.

Sanger, P., & Pavlova, I. (2016). Applying andragogy to promote active learning in adult education in Russia. International Journal of Engineering Pedagogy,6(4), 41-44.

Silverio, L. M., & Chen, E. H. (2019). L&D in the ED: a game-based approach to learning high-risk obstetric emergencies. MedEdPORTAL, 15, 10815.

Sundaram, K. M., Pevzner, S. J., Magarik, M., Couture, P., Omary, R. A., & Donnelly, E. F. (2019). Preliminary evaluation of gamification in residency training. Journal of the American College of Radiology, 16(9), 1201-1205.

Vaena, M. M. D. V., & Alves, L. A. (2018). Formative online quiz on hemotherapy from blood physiology to transfusion medicine: a pilot study conducted with Brazilian medical students. Advances in Physiology Education, 42(4), 644-647.

Zhang, X. C., Balakumar, A., Rodriguez, C., Sielicki, A., & Papanagnou, D. (2020). The Zoom picture book game: a creative way to promote teamwork in undergraduate medical education. Cureus, 12(2).

Zyda, M. From visual simulation to virtual reality to games. Computer, 38(9), 25-32.

Published

25/09/2022

How to Cite

RIBEIRO, L. H. de F.; GERMANO, V. E.; BRUNO, L. P. .; FREIRE, M. L. B.; NASCIMENTO, E. G. C. do; FERNANDES, T. A. A. de M. . Game-based learning as a teaching and learning strategy in medical education. Research, Society and Development, [S. l.], v. 11, n. 12, p. e02111232183, 2022. DOI: 10.33448/rsd-v11i12.32183. Disponível em: https://rsdjournal.org/index.php/rsd/article/view/32183. Acesso em: 24 apr. 2024.

Issue

Section

Teaching and Education Sciences