Large-scale, mobile and technology-enhanced serious game for interprofessional education: pilot study and lessons learnt.

Recent research suggests that serious gaming is a promising strategy for interprofessional education (IPE). This report describes the design and pilot testing of a large-scale, mobile, technology-enhanced serious game embedded in the IPE curriculum in Geneva, Switzerland. Organized into teams of eig...

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Publicado en:Journal of Interprofessional Care Vol. 38; no. 4; pp. 782 - 787
Autores principales: Picchiottino, Patricia, Paignon, Adeline, Hesse, Liudmyla, Bos, Sophie, Wiesner Conti, Joanne, Schneider, Marie P., Fassier, Thomas
Formato: research tables/charts Journal Article
Publicado: Taylor & Francis Ltd Jul/Aug2024
Acceso en línea:Ver este registro en EBSCOhost
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      pub: Taylor & Francis Ltd
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        atl: Large-scale, mobile and technology-enhanced serious game for interprofessional education: pilot study and lessons learnt.
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        au:
          Picchiottino, Patricia
          Paignon, Adeline
          Hesse, Liudmyla
          Bos, Sophie
          Wiesner Conti, Joanne
          Schneider, Marie P.
          Fassier, Thomas
        affil: Geneva School of Health Sciences and Centre for Interprofessional Simulation, University of Applied Sciences and Arts of Western Switzerland HES-SO, Geneva, Switzerland
      sug:
        subj:
          Education, Interdisciplinary
          Exergames Utilization
          Technology, Medical
          Human Switzerland
          Switzerland
          Surveys
          Pilot Studies
          Students, Medical
          Collaboration
          Feedback
          Funding Source
      ab: Recent research suggests that serious gaming is a promising strategy for interprofessional education (IPE). This report describes the design and pilot testing of a large-scale, mobile, technology-enhanced serious game embedded in the IPE curriculum in Geneva, Switzerland. Organized into teams of eight, the students were tasked with finding a young patient who had just escaped from the intensive care unit. Through a series of 10 stations, they explored hospital- and community-based locations of the healthcare system and were engaged in various learning and game activities; they were rewarded with cues to unveil the mystery. A total of 582 undergraduate students from seven disciplines (medicine, midwifery, nursing, nutrition-dietetics, pharmacy, physiotherapy, and technology in medical radiology) took part. Survey results (response rate: 62.8%) suggest that an overall majority of students valued the game, particularly the collaborative experience of actively learning from others in autonomous teams. Qualitative feedback allowed us to identify future areas for improvement: simplifying the adventure storyline and optimizing student flow. Educational institutions across the world facing challenges when creating IPE activities will find in this report ideas and lessons learnt to use mobile technology and serious gaming for large cohorts of students.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
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      ougenre: Article
    language: English
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