The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge

Games Health J. 2021 Apr;10(2):139-144. doi: 10.1089/g4h.2020.0140. Epub 2021 Jan 11.

Abstract

Objective: The sudden disruption of university teaching caused by the coronavirus disease 2019 (COVID-19) pandemic has forced universities to switch to online teaching. It is vital for graduating medical students to learn about COVID-19 because they are likely to treat COVID-19 patients after graduation. We developed a COVID-19 lesson for medical students that used either an online lecture or a serious game that we designed. The aim of this study is to explore the effectiveness of a serious game versus online lectures for improving medical students' COVID-19 knowledge. Materials and Methods: From our university's database of knowledge scores, we collected the prelesson, postlesson, and final test knowledge scores of the students who participated in the lesson and conducted a retrospective comparative analysis. Results: An analysis of scores concerning knowledge of COVID-19 from prelesson and postlesson tests shows that both teaching methods produce significant increases in short-term knowledge, with no statistical difference between the two methods (P > 0.05). The final test scores, however, show that the group of students who used the game-based computer application scored significantly higher in knowledge retention than did the online lecture group (P = 0.001). Conclusion: In the context of the disruption of traditional university teaching caused by the COVID-19 pandemic, the serious game we designed is potentially an effective option for online medical education about COVID-19, particularly in terms of its capacity for improved knowledge retention.

Keywords: Medical student; Novel coronavirus disease; Serious game.

MeSH terms

  • Analysis of Variance
  • COVID-19 / diagnosis
  • COVID-19 / physiopathology
  • COVID-19 / therapy
  • Clinical Competence / standards*
  • Clinical Competence / statistics & numerical data
  • Education, Distance / methods
  • Education, Medical, Undergraduate / methods
  • Education, Medical, Undergraduate / standards
  • Education, Medical, Undergraduate / statistics & numerical data
  • Female
  • Games, Recreational / psychology*
  • Humans
  • Knowledge
  • Male
  • Retrospective Studies
  • Students, Medical / psychology*
  • Students, Medical / statistics & numerical data
  • Teaching / psychology
  • Teaching / standards*
  • Teaching / statistics & numerical data
  • Young Adult