eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice

<p>Abstract</p> <p>Background</p> <p>Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice) developed and currently in use at...

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Main Authors: Hannig Andreas, Kuth Nicole, Özman Monika, Jonas Stephan, Spreckelsen Cord
Format: Article
Language:English
Published: BMC 2012-10-01
Series:BMC Medical Education
Subjects:
Online Access:http://www.biomedcentral.com/1472-6920/12/104
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spelling doaj-a43866d8ff914a4f8c7327ee259fb7b62020-11-25T01:38:55ZengBMCBMC Medical Education1472-69202012-10-0112110410.1186/1472-6920-12-104eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practiceHannig AndreasKuth NicoleÖzman MonikaJonas StephanSpreckelsen Cord<p>Abstract</p> <p>Background</p> <p>Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice) developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School.</p> <p>Results</p> <p>Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst).</p> <p>Conclusions</p> <p>We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.</p> http://www.biomedcentral.com/1472-6920/12/104Computer-Assisted Instruction/methodsGames, ExperimentalTeaching/methods, Education, MedicalUndergraduate/methodsUser-Computer Interface
collection DOAJ
language English
format Article
sources DOAJ
author Hannig Andreas
Kuth Nicole
Özman Monika
Jonas Stephan
Spreckelsen Cord
spellingShingle Hannig Andreas
Kuth Nicole
Özman Monika
Jonas Stephan
Spreckelsen Cord
eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
BMC Medical Education
Computer-Assisted Instruction/methods
Games, Experimental
Teaching/methods, Education, Medical
Undergraduate/methods
User-Computer Interface
author_facet Hannig Andreas
Kuth Nicole
Özman Monika
Jonas Stephan
Spreckelsen Cord
author_sort Hannig Andreas
title eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
title_short eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
title_full eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
title_fullStr eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
title_full_unstemmed eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice
title_sort emedoffice: a web-based collaborative serious game for teaching optimal design of a medical practice
publisher BMC
series BMC Medical Education
issn 1472-6920
publishDate 2012-10-01
description <p>Abstract</p> <p>Background</p> <p>Preparing medical students for the takeover or the start-up of a medical practice is an important challenge in Germany today. Therefore, this paper presents a computer-aided serious game (eMedOffice) developed and currently in use at the RWTH Aachen University Medical School. The game is part of the attempt to teach medical students the organizational and conceptual basics of the medical practice of a general practitioner in a problem-based learning environment. This paper introduces methods and concepts used to develop the serious game and describes the results of an evaluation of the game's application in curricular courses at the Medical School.</p> <p>Results</p> <p>Results of the conducted evaluation gave evidence of a positive learning effect of the serious game. Educational supervisors observed strong collaboration among the players inspired by the competitive gaming aspects. In addition, an increase in willingness to learn and the exploration of new self-invented ideas were observed and valuable proposals for further prospective enhancements were elicited. A statistical analysis of the results of an evaluation provided a clear indication of the positive learning effect of the game. A usability questionnaire survey revealed a very good overall score of 4.07 (5=best, 1=worst).</p> <p>Conclusions</p> <p>We consider web-based, collaborative serious games to be a promising means of improving medical education. The insights gained by the implementation of eMedOffice will promote the future development of more effective serious games for integration into curricular courses of the RWTH Aachen University Medical School.</p>
topic Computer-Assisted Instruction/methods
Games, Experimental
Teaching/methods, Education, Medical
Undergraduate/methods
User-Computer Interface
url http://www.biomedcentral.com/1472-6920/12/104
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