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

Overview of attention for article published in Tijdschrift voor Medisch Onderwijs, December 2016
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207 Mendeley
Title
Serious games and blended learning; effects on performance and motivation in medical education
Published in
Tijdschrift voor Medisch Onderwijs, December 2016
DOI 10.1007/s40037-016-0320-2
Pubmed ID
Authors

Mary Dankbaar

Abstract

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. Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed. 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). 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. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 207 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 207 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 35 17%
Lecturer 25 12%
Researcher 18 9%
Student > Bachelor 17 8%
Student > Ph. D. Student 16 8%
Other 34 16%
Unknown 62 30%
Readers by discipline Count As %
Medicine and Dentistry 36 17%
Social Sciences 25 12%
Computer Science 20 10%
Nursing and Health Professions 11 5%
Engineering 9 4%
Other 43 21%
Unknown 63 30%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 22 February 2017.
All research outputs
#14,536,007
of 25,373,627 outputs
Outputs from Tijdschrift voor Medisch Onderwijs
#373
of 574 outputs
Outputs of similar age
#213,711
of 420,883 outputs
Outputs of similar age from Tijdschrift voor Medisch Onderwijs
#8
of 14 outputs
Altmetric has tracked 25,373,627 research outputs across all sources so far. This one is in the 42nd percentile – i.e., 42% of other outputs scored the same or lower than it.
So far Altmetric has tracked 574 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 11.7. This one is in the 34th percentile – i.e., 34% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 420,883 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 48th percentile – i.e., 48% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 14 others from the same source and published within six weeks on either side of this one. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.