scholarly journals Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games

Author(s):  
Varun M. Malhotra ◽  
Pratyush R. Kabra ◽  
Ritika Malhotra

Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media.  The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes.  57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills.  The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.

Author(s):  
Padmavathi V. Dyavarishetty ◽  
Dipak C. Patil

Background:Undergraduate medical students, perceive the subject of Community Medicine as irrelevant to their role as physician and majority of the students dislike the subject and consider it as dull and boring. The present research study aims to study the effectiveness of ‘WhatsApp’ as medium of teaching complementing the traditional teaching to enhance the knowledge and skills of the undergraduate medical students using case based learning.Methods:Before and after comparison Interventional study design amongst 49 sixth semenster students conducted over a period of six months in a private medical college. Implementation of the study divided into three phases – preparatory, intervention and evaluation phase.Results:The improvement in average marks scored for epidemiology module was 1.97 and that for diabetes module was 5.38 which were statistically significant. The participation rate for the various modules ranged from as low as 10.2% to 73.5%. About 90% students perceived ‘WhatsApp’ as an effective tool for teaching-learning; a tool that stimulates and encourages learning.Conclusions:There was a significant improvement in knowledge amongst the students. Though perceived as an effective tool for learning by the students, participation rate in online discussion was poor over the course of implementation. 


Author(s):  
Pradeep Yarasani ◽  
Roshakhi Sultana Shaik ◽  
Achyuth Rama Raju Myla

Background: Video gaming has become a most popular leisure activity in many parts of the world, which appears to develop problems as a result of excessive gaming, most commonly among students. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. In this context present study was done to know the prevalence of addiction to online video games among medical students.Methods: A cross sectional study was conducted from March 2017 to July 2018 in Katuri Medical College, Guntur among 575 undergraduate medical students including interns. The data was collected using Young’s online gaming addiction scale questionnaire and was analyzed using SPSS 21 version and Epiinfo 7.Results: In our study, the mean age of students was 22±4 and the average duration of gaming was 3 hours, while students who were addicted to gaming had playtime for 7 hours. Majority of the students used Mobile phones (73.9%), followed by computers (12.2%) for playing games. There was statistical significance between male and female students regarding usage and Problems faced due to video games (p<0.0001, S*).Conclusions: Gaming disorders are on a rise, which had lead students to psychosocial disturbances, anxiety, depression, mood disorders, sleep disturbances, head ache, lack of social activities, and impairment in education. So, it is time to regulate the usage of Electronic devices, Internet and video games.


2020 ◽  
Vol 8 (1) ◽  
pp. 11-17
Author(s):  
Momin Kashif ◽  
Mirza Nisar Baig

Background: The rapid growth and availability of smartphones and social media platforms (SMP) have changed the medical students' approach to learn and manage the information about their academic, personal and professional lives. Methods: An online survey was done in undergraduate medical students of PIMS, Karimnagar to collect information about usage pattern and perception of SMP, and willingness to participate for using SMP as a learning tool in medical education. Results: Total 433 (Females – 275) out of 600 students participated in the survey from the first year (125), secondyear (151) and third-year (157) MBBS students. Everyone is using some type of SMP. They find SMP nearly equal to lecture materials and subject notes as a useful learning tool and there was significantly increasing trend of perception of SMP being a useful learning tool from the first-year (79%), second-year (83%) to third-year (92%), (p=0.01). Almost 93% want to see SMP used at institute level in medical education. Female students (52.4%) are significantly more willing for active participation than male students (43%), p=0.04. First-year students (56%) are more ready for active participation followed by third (48.4%) and second (43.7%) year students, p=0.08. Conclusion: Most students are willing to include SMP in medical education as a learning tool and ready to participate in different activities if they get the required training. As all students have smartphones and efficiently utilizing different services on their devices, SMP can become an effective learning tool in medical education.


Author(s):  
Milagros Huerta Gómez de Merodio ◽  
Juan Manuel Dodero ◽  
Nestor Mora Núñez ◽  
José Mª Portela Núñez

Flip-GET has been developed with the objective of optimizing engineering practicals. The innovative element of this methodology is the use of serious games, as a complement to the flipped classroom method, in the teaching-learning process of engineering studies. This methodology uses serious games to take advantage of the capacity of motivation that video games have for the current generation of students, who have been involved with digital content, software, and electronic devices. This methodology has been evaluated using the method of case studies and by an experimental evaluation carried out in different stages, each of which has been developed during an academic course. In the experimental evaluation of the methodology, the control group carried out the practicals dividing the students into subgroups, without using the Flip-GET methodology, while the experimental group performed them with the methodology.


2021 ◽  
Vol 17 (2) ◽  
pp. 101-108
Author(s):  
Pratibha Manandhar ◽  
Naresh Manandhar ◽  
Sunil Kumar Joshi

Background and Objectives: Due to Covid-19 lockdown period undergraduate medical institutions across the country are moving towards e-learning for continuity of education. The purpose of this study is to determine the perceptions of students towards e-learning and to analyze medical students’ perception on e-learning vs. conventional learning. Materials and Method: This was a descriptive cross sectional study conducted by distributing an online semi-structured questionnaire consisting Likert scale to undergraduate medical students of Kathmandu Medical College. Data assembled from the survey were analyzed and Statistical package for social sciences (SPSS) 24 version software was used for data analysis. Result: A total of 273 students were enrolled in this study. Most of the students, 83.9% (229) had the perception that conventional teaching method was the best method for learning as compared to e-learning method 16.1% (44). The students mentioned that conventional method of learning is more effective to increase knowledge than e -learning (M= 3.87, M= 2.80) which was statistically significant (p=0.000). Conclusion: E-learning was the only option for students to study during lockdown period. But students preferred conventional method of learning as compared to e-learning. It might be due to some disadvantages of e-learning, eg. Technical difficulties, lack of interaction with teacher  and patients, etc. So, these measures have to be addressed for improving e-learning for betterment of teaching-learning activity during these types of circumstances in future.


Author(s):  
Usha Rani C. ◽  
S. Aruna Devi

Background: Effective learning is closely associated with effective teaching. Achieving effective learning requires a student cantered and outcome-focused approach.4 Various interactive techniques like Problem Based Learning (PBL), facilitated group discussion, E-learning, Massive Open Online Courses (MOOCS) etc., are being implemented in TL sessions in medical schools. These methods are found to be effective to foster better learning among medical students. The present study was an attempt to understand the perceptions of undergraduate medical students, posted at Government Medical College and Hospital, Mehabubnagar, Telangana about different teaching methodologiesMethods: A cross sectional study was conducted among 56 MBBS students of 4th semester. A pre-tested, self-administered, structured questionnaire was devised which consisted of ten questions with three to four options each. Study participants were asked to fill up the questionnaire under strict supervision and they were allotted 15 minutes to complete the same. Entire data was entered into Microsoft Office Excel Sheet and analysed.Results: Out of 56, 32 (57.14%) female students and 24 (42.85%) male students voluntarily participated in the study. large number of participants i.e., 66.07% thought that FGD is the best method of teaching. Most of participants i.e. 96.42% had favourable attitudes towards PPT as they felt that it improves their learning.Conclusions: Maximum number of undergraduate medical students knew about E learning. Facilitated Group Discussion (FGD) was the most preferred teaching learning methodology by students. The majority of them had positive perceptions towards the use of Power Point Presentation (PPT) as a powerful teaching tool in medical education.


Author(s):  
Radhika Vijay

Background: The current ongoing coronavirus-2019 (COVID-19) pandemic has brought a sea change in education teaching learning system, ways and methodologies. Online teaching has been enforced suddenly for students worldwide. It has become a substitute to traditional teaching. Aware of the fact that the Corona pandemic has changed the way of learning teaching, we want to find out what students think about their real predispositions. This study is to compare and evaluate the opinions, preferences, experiences of undergraduate medical students during continuous online classes since the onset of Pandemic times.Methods: A sample size of 115 undergraduate medical students of batch 2019 was taken for the study done in Sardar Patel Medical College of Bikaner, Rajasthan, India in October 2020.A questionnaire was prepared using Google forms application and was filled by students online.Results: Majority of students had a preference and interest for traditional mode of teaching, they agreed on better understanding of concepts and details of topic and grasping more of knowledge through it. But majority of students also agreed that they are getting more time to study now with online teaching.Conclusions: This study gives an in depth insight into the current ongoing online teaching methodologies and throws light on changing acceptance of students to the current COVID-19 pandemic ways of teaching and on welcoming a better “blended learning” pattern in the upcoming Post COVID-19 new normal times.


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