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

Informatie
Auteurs
Mary Dankbaar
Soort article
Original Research
Categorie
Blended learning,
Cognitive skills,
Motivation,
performance,
Serious games,
Verscheen in

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.

Banner
Banner
Banner

Zorgverleners voor de wereld van morgen

15 en 16 mei Hotel Zuiderduin in Egmond aan Zee