3
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Livogena: The Ikteros Curse—A Jaundice Narrative Card and Board Game for Medical Students

      research-article
      , PhD, MHPE 1 , *
      MedEdPORTAL : the Journal of Teaching and Learning Resources
      Association of American Medical Colleges
      Board Game, Gamification, Jaundice, Narrative, Story, Biochemistry & Cell Biology, Case-Based Learning, Games

      Read this article at

      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          Introduction

          Jaundice is a common condition that requires integrating knowledge of biochemistry, physiology, pathology, and general medicine. However, medical students face difficulty in learning with passive teaching methods. To enhance their learning, an educational story game that promotes active learning and assessment with immediate feedback was implemented.

          Methods

          This jaundice game was named Livogena: The Ikteros Curse—denoting the liver as the principal organ and jaundice (icterus) as a problem. One hundred fifty first-year medical students were divided into small groups to play using a game board and cards. The players moved ahead on the game board by providing the correct answer and completing the activities. The first team to reach the end was the winner. Perceptions and feedback questionnaires were distributed to students at the end of the game. Individual views about the game were recorded for qualitative analysis. Also, to analyze the effectiveness of this intervention, pre- and posttests on jaundice were conducted.

          Results

          Livogena: The Ikteros Curse resulted in a highly significant improvement in students’ knowledge and application skills in jaundice, from 5.5 ( SD = 2.4) in the pretest to 11.2 ( SD = 7.6) in the posttest for 20 marks ( p < .001). Students perceived and rated the game exceptionally positively.

          Discussion

          This educational game significantly increased learners’ understanding of the concepts of jaundice. Highly positive perceptions from students further affirm this to be a creative innovation to enhance their learning and application of knowledge in an active and team-based learning environment.

          Related collections

          Most cited references18

          • Record: found
          • Abstract: found
          • Article: found
          Is Open Access

          A systematic review of serious games in medical education: quality of evidence and pedagogical strategy

          ABSTRACT Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.
            Bookmark
            • Record: found
            • Abstract: not found
            • Article: not found

            Not Another Inventory, Rather a Catalyst for Reflection

              Bookmark
              • Record: found
              • Abstract: not found
              • Book: not found

              Kirkpatrick's four levels of training evaluation

                Bookmark

                Author and article information

                Journal
                MedEdPORTAL
                MedEdPORTAL
                mep
                MedEdPORTAL : the Journal of Teaching and Learning Resources
                Association of American Medical Colleges
                2374-8265
                2024
                6 February 2024
                : 20
                : 11381
                Affiliations
                [1 ] Professor, Department of Biochemistry, and Head, Department of Medical Education, Panimalar Medical College Hospital & Research Institute
                Author notes
                Author information
                https://orcid.org/0000-0002-5204-5708
                Article
                11381
                10.15766/mep_2374-8265.11381
                10844581
                38322827
                3fb0c8fd-ad8c-490b-8480-7b8699793af1
                © 2024 Surapaneni.

                This is an open-access publication distributed under the terms of the Creative Commons Attribution license.

                History
                : 20 July 2023
                : 14 November 2023
                Page count
                Figures: 1, Tables: 3, References: 19, Pages: 10
                Categories
                Original Publication

                board game,gamification,jaundice,narrative,story,biochemistry & cell biology,case-based learning,games

                Comments

                Comment on this article