Assessing the learning potential of an interactive digital game versus an interactive-style didactic lecture: the continued importance of didactic teaching in medical student education

Background Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. Objective We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an int...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Pediatric radiology 2016-12, Vol.46 (13), p.1787-1796
Hauptverfasser: Courtier, Jesse, Webb, Emily M., Phelps, Andrew S., Naeger, David M.
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:Background Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. Objective We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an interactive digital game or with a traditional didactic lecture. Materials and methods Medical students participating in a fourth-year radiology elective were invited to participate. Student cohorts were alternatively given a faculty-supervised 1h session playing a simple interactive digital Tic-tac-toe quiz module on pediatric gastrointestinal radiology or a 1h didactic introductory lecture on the same topic. Survey questions assessed the learners’ perceived ability to recall the material as well as their satisfaction with the educational experience. Results of an end-of-rotation exam were reviewed to evaluate a quantitative measure of learning between groups. Survey responses were analyzed with a chi-squared test. Exam results for both groups were analyzed with a paired Student’s t -test. Results Students in the lecture group had higher test scores compared to students in the game group (4.0/5 versus 3.6/5, P  = 0.045). Students in the lecture group reported greater understanding and recall of the material than students in the game group ( P  
ISSN:0301-0449
1432-1998
DOI:10.1007/s00247-016-3692-x