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eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice

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dc.creator Hannig Andreas
dc.creator Kuth Nicole
dc.creator Özman Monika
dc.creator Jonas Stephan
dc.creator Spreckelsen Cord
dc.date 2012-10-01T00:00:00Z
dc.date.accessioned 2015-07-20T22:55:07Z
dc.date.available 2015-07-20T22:55:07Z
dc.identifier 10.1186/1472-6920-12-104
dc.identifier 1472-6920
dc.identifier https://doaj.org/article/a43866d8ff914a4f8c7327ee259fb7b6
dc.identifier.uri http://evidence.thinkportal.org/handle/123456789/23849
dc.description <p>Abstract</p> <p>Background</p> <p>Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice) developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School.</p> <p>Results</p> <p>Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst).</p> <p>Conclusions</p> <p>We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.</p>
dc.language English
dc.publisher BioMed Central
dc.relation http://www.biomedcentral.com/1472-6920/12/104
dc.relation https://doaj.org/toc/1472-6920
dc.rights CC BY
dc.source BMC Medical Education, Vol 12, Iss 1, p 104 (2012)
dc.subject Computer-Assisted Instruction/methods
dc.subject Games, Experimental
dc.subject Teaching/methods, Education, Medical
dc.subject Undergraduate/methods
dc.subject User-Computer Interface
dc.subject Medicine (General)
dc.subject R5-920
dc.subject Medicine
dc.subject R
dc.subject DOAJ:Medicine (General)
dc.subject DOAJ:Health Sciences
dc.subject Special aspects of education
dc.subject LC8-6691
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Medicine (General)
dc.subject R5-920
dc.subject Medicine
dc.subject R
dc.subject DOAJ:Medicine (General)
dc.subject DOAJ:Health Sciences
dc.subject Special aspects of education
dc.subject LC8-6691
dc.subject Education
dc.subject L
dc.subject DOAJ:Education
dc.subject DOAJ:Social Sciences
dc.subject Medicine (General)
dc.subject R5-920
dc.subject Medicine
dc.subject R
dc.subject Special aspects of education
dc.subject LC8-6691
dc.subject Education
dc.subject L
dc.subject Medicine (General)
dc.subject R5-920
dc.subject Medicine
dc.subject R
dc.subject Special aspects of education
dc.subject LC8-6691
dc.subject Education
dc.subject L
dc.subject Medicine (General)
dc.subject R5-920
dc.subject Medicine
dc.subject R
dc.subject Special aspects of education
dc.subject LC8-6691
dc.subject Education
dc.subject L
dc.title eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
dc.type article


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