Skip to main content
Top
Published in: Perspectives on Medical Education 1/2017

Open Access 01-02-2017 | PhD Report

Serious games and blended learning; effects on performance and motivation in medical education

Author: Mary Dankbaar

Published in: Perspectives on Medical Education | Issue 1/2017

Login to get access

Abstract

Introduction

More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation.

Methods

Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed.

Results

The results of the research studies indicated that: 1) For knowledge acquisition, blended learning is equally effective and attractive for learners as classroom learning; 2) A serious game with realistic, interactive cases improved complex cognitive skills for residents, with limited self-study time. Although the same game was motivating for inexperienced medical students and stimulated them to study longer, it did not improve their cognitive skills, compared with what they learned from an instructional e‑module. This indicates an ‘expertise reversal effect’, where a rich learning environment is effective for experts, but may be contra-productive for novices (interaction of prior knowledge and complexity of format).

Discussion

A blended design is equally effective and attractive as classroom training. Blended learning facilitates adaptation to the learners’ knowledge level, flexibility in time and scalability of learning. Games may support skills learning, provided task complexity matches the learner’s competency level. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.
Literature
1.
go back to reference Ruiz JG, Mintzer MJ, Leipzig RM. The impact of E‑learning in medical education. Acad Med. 2006;81:207–12.CrossRef Ruiz JG, Mintzer MJ, Leipzig RM. The impact of E‑learning in medical education. Acad Med. 2006;81:207–12.CrossRef
2.
go back to reference Moskal P, Dziuban C, Hartman J. Blended learning: a dangerous idea? Internet High Educ. 2013;18:15–23.CrossRef Moskal P, Dziuban C, Hartman J. Blended learning: a dangerous idea? Internet High Educ. 2013;18:15–23.CrossRef
3.
go back to reference Connolly TM, Boyle EA, MacArthur E, Hainey T, Boyle JM. A systematic literature review of empirical evidence on computer games and serious games. Comput Educ. 2012;59:661–86.CrossRef Connolly TM, Boyle EA, MacArthur E, Hainey T, Boyle JM. A systematic literature review of empirical evidence on computer games and serious games. Comput Educ. 2012;59:661–86.CrossRef
4.
go back to reference Wouters P, van Nimwegen C, van Oostendorp H, van der Spek ED. A meta-analysis of the cognitive and motivational effects of serious games. J Educ Psychol. 2013;105:249–65.CrossRef Wouters P, van Nimwegen C, van Oostendorp H, van der Spek ED. A meta-analysis of the cognitive and motivational effects of serious games. J Educ Psychol. 2013;105:249–65.CrossRef
5.
go back to reference Akl EA, Pretorius RW, Sackett K, et al. The effect of educational games on medical students’ learning outcomes: a systematic review: BEME Guide No 14. Med Teach. 2010;32:16–27.CrossRef Akl EA, Pretorius RW, Sackett K, et al. The effect of educational games on medical students’ learning outcomes: a systematic review: BEME Guide No 14. Med Teach. 2010;32:16–27.CrossRef
6.
go back to reference Sitzmann T. A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Pers Psychol. 2011;64:489–528.CrossRef Sitzmann T. A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Pers Psychol. 2011;64:489–528.CrossRef
7.
go back to reference Graafland M, Dankbaar M, Mert A, et al. How to systematically assess serious games applied to health care. JMIR Serious Games. 2014;2:e11.CrossRef Graafland M, Dankbaar M, Mert A, et al. How to systematically assess serious games applied to health care. JMIR Serious Games. 2014;2:e11.CrossRef
8.
go back to reference Dankbaar ME, Storm DJ, Teeuwen IC, Schuit SC. A blended design in acute care training: similar learning results, less training costs compared with a traditional format. Perspect Med Educ. 2014;3:289–99.CrossRef Dankbaar ME, Storm DJ, Teeuwen IC, Schuit SC. A blended design in acute care training: similar learning results, less training costs compared with a traditional format. Perspect Med Educ. 2014;3:289–99.CrossRef
9.
go back to reference Dankbaar ME, Stegers-Jager KM, Baarveld F, et al. Assessing the assessment in emergency care training. PLOS ONE. 2014;9:e114663.CrossRef Dankbaar ME, Stegers-Jager KM, Baarveld F, et al. Assessing the assessment in emergency care training. PLOS ONE. 2014;9:e114663.CrossRef
11.
go back to reference Dankbaar MEW, Alsma J, Jansen EEH, van Merrienboer JJG, van Saase JLCM, Schuit SCE. An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Adv Health Sci Educ Theory Pract. 2015;21:505–21.CrossRef Dankbaar MEW, Alsma J, Jansen EEH, van Merrienboer JJG, van Saase JLCM, Schuit SCE. An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Adv Health Sci Educ Theory Pract. 2015;21:505–21.CrossRef
12.
go back to reference Dankbaar M, Richters O, Kalkman C, et al. Comparative effectiveness of a serious game and an emodule on patient safety knowledge and awareness. BMC Med Educ. doi:10.1186/s12909-016-0836-5. [Accepted for publication]. Dankbaar M, Richters O, Kalkman C, et al. Comparative effectiveness of a serious game and an emodule on patient safety knowledge and awareness. BMC Med Educ. doi:10.1186/s12909-016-0836-5. [Accepted for publication].
13.
go back to reference Spanjers IA, Koning K, Leppink J, et al. The promised land of blended learning: quizzes as a moderator. Educ Res Rev. 2015;15:59–74.CrossRef Spanjers IA, Koning K, Leppink J, et al. The promised land of blended learning: quizzes as a moderator. Educ Res Rev. 2015;15:59–74.CrossRef
14.
go back to reference Young JQ, Van Merrienboer J, Durning S, Ten Cate O. Cognitive load theory: implications for medical education: AMEE guide No. 86. Med Teach. 2014;36:371–84.CrossRef Young JQ, Van Merrienboer J, Durning S, Ten Cate O. Cognitive load theory: implications for medical education: AMEE guide No. 86. Med Teach. 2014;36:371–84.CrossRef
15.
go back to reference van Staalduinen JP, de Freitas S. A first step towards integrating educational theory and game design. In: Felicia P, editor. Research on improving learning and motivation through educational games: multidisciplinairy approaches. Hershey: IGI Global; 2010. p. 28. van Staalduinen JP, de Freitas S. A first step towards integrating educational theory and game design. In: Felicia P, editor. Research on improving learning and motivation through educational games: multidisciplinairy approaches. Hershey: IGI Global; 2010. p. 28.
Metadata
Title
Serious games and blended learning; effects on performance and motivation in medical education
Author
Mary Dankbaar
Publication date
01-02-2017
Publisher
Bohn Stafleu van Loghum
Published in
Perspectives on Medical Education / Issue 1/2017
Print ISSN: 2212-2761
Electronic ISSN: 2212-277X
DOI
https://doi.org/10.1007/s40037-016-0320-2

Other articles of this Issue 1/2017

Perspectives on Medical Education 1/2017 Go to the issue

The Writer’s Craft

Mastering the sentence