Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game

Abstract Background While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised t...

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Main Authors: Anthony Clément, Raphaël Delage, Marie Chollier, Laure Josse, Stéphane Gaudry, Jean-Ralph Zahar, Thierry Baubet, Bertrand Degos
Format: Article
Language:English
Published: BMC 2020-10-01
Series:BMC Medical Education
Subjects:
Online Access:http://link.springer.com/article/10.1186/s12909-020-02304-0
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spelling doaj-096d7d32cead4ca0899fc90ea44d33cf2020-11-25T03:56:18ZengBMCBMC Medical Education1472-69202020-10-012011710.1186/s12909-020-02304-0Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat gameAnthony Clément0Raphaël Delage1Marie Chollier2Laure Josse3Stéphane Gaudry4Jean-Ralph Zahar5Thierry Baubet6Bertrand Degos7Neurology Unit, AP-HP, Avicenne University HospitalDepartment of Infant, Child and Adolescent Psychiatry, AP-HP, Avicenne University HospitalDepartment of Infant, Child and Adolescent Psychiatry, AP-HP, Avicenne University HospitalHealthcare simulation center, UFR SMBHService de Réanimation Médico-Chirurgicale, AP-HP, Avicenne University HospitalIAME, UMR 1137GHU Paris Psychiatrie et Neurosciences, Psychiatry Unit 75G05, Henri Ey HospitalNeurology Unit, AP-HP, Avicenne University HospitalAbstract Background While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months. Methods This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples. Results One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate = 77.7%). Mean scores measured at the three points in time were significantly different (p < 0.001, N = 129). Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained 3 months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training. Conclusions The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.http://link.springer.com/article/10.1186/s12909-020-02304-0Medical educationGamified trainingHat gameLearningMemorization
collection DOAJ
language English
format Article
sources DOAJ
author Anthony Clément
Raphaël Delage
Marie Chollier
Laure Josse
Stéphane Gaudry
Jean-Ralph Zahar
Thierry Baubet
Bertrand Degos
spellingShingle Anthony Clément
Raphaël Delage
Marie Chollier
Laure Josse
Stéphane Gaudry
Jean-Ralph Zahar
Thierry Baubet
Bertrand Degos
Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
BMC Medical Education
Medical education
Gamified training
Hat game
Learning
Memorization
author_facet Anthony Clément
Raphaël Delage
Marie Chollier
Laure Josse
Stéphane Gaudry
Jean-Ralph Zahar
Thierry Baubet
Bertrand Degos
author_sort Anthony Clément
title Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
title_short Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
title_full Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
title_fullStr Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
title_full_unstemmed Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
title_sort prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game
publisher BMC
series BMC Medical Education
issn 1472-6920
publishDate 2020-10-01
description Abstract Background While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3 months. Methods This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples. Results One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate = 77.7%). Mean scores measured at the three points in time were significantly different (p < 0.001, N = 129). Knowledge mean scores were significantly higher after the game than before (+ 28.6%, p < 0.001). Improvement was maintained 3 months after the game (+ 18.9%, p < 0.001). Satisfaction survey items highlighted that students enjoyed and would recommend this type of gamified training. Conclusions The Psychiatric Hat Game improved knowledge of psychiatric semiology in medical students. Results suggest that it is a promising and efficient tool to playfully teach medical semiology, with transferable features, utility and acceptability from one medical field to another. This study contributes to the growing body of knowledge advocating for serious games and gamified training in medical education.
topic Medical education
Gamified training
Hat game
Learning
Memorization
url http://link.springer.com/article/10.1186/s12909-020-02304-0
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