Theme: 3AA Mobile learning and social networks
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Medical and Veterinary students have a positive view of the introduction of mobile device applications as part of the curriculum: Results from a survey of students from four programs
Authors: Pam Boutilier
Carmen Fuentealba
Eric Bauman
Reid Adams
Institutions: Ross University School of Veterinary Medicine - Saint Kitts and Nevis
Institute for Research and Clinical Strategy
 
Background

Game-based mobile applications hold great potential in education but have not been extensively explored in the context of medical and veterinary education.

Summary of Work

Students from four medical and veterinary programs (N=122) were surveyed regarding their opinions of five educational game-based applications for mobile devices. Students were allowed to explore beta versions of these game-based apps and surveyed on their personal gaming history, impressions of the apps, and ease of use of the apps. Students were compensated for their time with lunch or a gift card; maximum value not exceeding twenty dollars. IRB approval or exemption was obtained in advance.

Fig 1-4: Images of two of the prototype apps (Veterinary Bone Viewer and Histology Matching Game) in use.

Summary of Results

The majority of students (114/122, 93%) reported having experience with playing games on electronic devices. After spending time with the apps students were overwhelmingly positive about the potential utility of similar apps in their curriculum. 110/120 (91.7%) respondents reported satisfaction with the experience, 110/119 (92.4%) felt that the apps were helpful and 116/120 (96.7%) reported that they would be willing to use these applications if they improved scores on licensing exams.

Conclusion

Based on the results of this survey it is reasonable to conclude that game-based apps designed for medical and veterinary medical education would be readily accepted by students, intuitive to use, and perceived as beneficial to learning. Further research is necessary to establish the efficacy of game-based apps and their relationship to educational outcomes.

Acknowledgement

Carmen Fuentealba, Associate Dean for Teaching and Learning, Ross University School of Veterinary Medicine, St. Kitts

Eric Bauman, Institute for Research and Clinical Strategy, Educational Technology & Game-Based Learning, Madison, WI.

Reid Adams, Institute for Research and Clinical Strategy, Simulation Operations, Pontiac, MI.

Greg Gilbert, Institute for Research and Clinical Strategy, Biostatistical Research, Iselin, NJ.

David Pederson, Institute for Research and Clinical Strategy, Undergraduate Medical Education, Boise, ID.

Games Learning Society, Madison, WI.

References

1. Game-Based Teaching and Simulation in Nursing and Health Care. Springer Publishing Company; 2012:265. https://books.google.com/books?hl=en&lr=&id=aDorbrGj48UC&pgis=1. Accessed February 7, 2015.

2. Roschelle J. Keynote paper: Unlocking the learning value of wireless mobile devices. J Comput Assist Learn. 2003;19(3):260-272. doi:10.1046/j.0266-4909.2003.00028.x.

3. Bruce-Low SS, Burnet S, Arber K, Price D, Webster L, Stopforth M. Interactive mobile learning: a pilot study of a new approach for sport science and medical undergraduate students. Adv Physiol Educ. 2013;37(4):292-297. doi:10.1152/advan.00004.2013.

4. Mccraw MA, Hall B, Martindale T. Instructing Multigenerational Students. Memphis; 2011. http://etd.lsu.edu/docs/available/etd-11092011-154402/.

5. Oblinger D, Oblinger J, Lippincott JK. Educating the Net Generation. Digit Commons @ Brockport. 2005:265. http://digitalcommons.brockport.edu/cgi/viewcontent.cgi?article=1278&context=bookshelf. Accessed December 17, 2014.

6. Sandars, J., & Morrison, C. (2007). What is the Net Generation? The challenge for future medical education. Medical Teacher, 29(2-3), 85–8. http://doi.org/10.1080/01421590601176380

7. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.

8. Ellaway, R. (2014). The informal and hidden curricula of mobile device use in medical education. Medical Teacher, 36(1), 89–91. http://doi.org/10.3109/0142159X.2014.862426

9. Abdulmajed, H., Park, Y. S., & Tekian, A. (2015). Assessment of educational games for health professions: a systematic review of trends and outcomes. Medical Teacher, 37 Suppl 1, S27–32. http://doi.org/10.3109/0142159X.2015.1006609

10. Bie, M. de, & Lipman, L. (2012). The use of digital games and simulators in veterinary education: an overview with examples. Journal of Veterinary Medical Education. Retrieved from http://utpjournals.metapress.com/index/31526868667R3T36.pdf

Take-home Messages

Students in medical, medical preparatory and veterinary medical programs feel that mobile game-based applications designed to reinforce the curriculum would be useful to their education.

Background

•The current cohort of veterinary and medical students is comprised of the ‘net generation’ who have grown up with the internet and ever more accessible computer technology.

•Game-based learning and computer-assisted learning have demonstrated value in education at a variety of levels, including medical and veterinary education.

•The widespread and growing availability of mobile devices makes them an ideal platform for delivery of these teaching modalities.

•Game-based mobile applications have not been extensively studied in human or veterinary medical education.

•Our pilot survey looked at the attitudes of students enrolled in medical and veterinary programs regarding their experience and attitudes toward video games in general and toward prototypes of game-based mobile device applications designed for medical curricula.

Summary of Work

•The applications in question were specifically designed to align with the curricula of the students’ specific educational programs covering a variety of topics such as histology, anatomy, clinical case management, and anesthesia.

•Students were allowed to interact with these applications freely without restrictions.

•The applications are designed to be intuitive to use so students were not given specific instruction other than what was built into the applications themselves, members of the research team were available to answer questions and provide assistance as needed.  The number of times assistance was required was recorded.

•Students were surveyed regarding their personal use of mobile device games before and during professional school, the types of games played or their reasons for not playing them, and their perceived level of skill with such games.

•Students were also asked about their opinion of the medical educational apps including how helpful they felt the apps would be to their education, how satisfied they were with the experience and willingness to use the apps.

Summary of Results

•The vast majority (114/122, 93.4%) of students had prior experience with playing various types of video games.  The general trend of game-playing on mobile devices declined over time from high-school through to professional school and ‘lack of time’ was cited as a reason for not playing games, with increasing frequency from pre-high school (8/30, 26.7%) through to veterinary/medical school (33/55, 60%).

•Students had very little difficulty using the apps, no assistance was required for the majority (84/120, 70%) and most of those that did request assistance needed it only once or twice (30/120, 25%).

•The majority of students thought that the game-based apps would be somewhat (65/120, 54.2%) to very (51/119, 42.8%) helpful if included as part of their curriculum.

•The majority of students were somewhat (65/120, 54.2%) to very (39/120, 32.5%) satisfied with their experience playing the demonstration apps and reported that they would be willing to use the applications (116/120, 96.7%). 

The results of our study demonstrate that students currently enrolled in medical and veterinary programs often have prior experience with gaming on mobile devices, demonstrate ease of use with novel learning apps on these devices and are positive about the use of similar apps in their educational curricula.

Conclusion

•Game-based applications for mobile devices are perfectly situated to take advantage of the principles of game-based learning to provide a student-centered experience that encourages active learning and increases time on task engaged in determined practice. 

•Mobile devices are more and more ubiquitous as the cost of technology decreases, failure to harness the teaching potential of these devices may not only be a wasted opportunity but also could allows or the development of a negative hidden curriculum surrounding their use.

•Medical and veterinary students appear to be positive about the use of game-based educational applications for mobile devices as part of their curriculum.  As mobile devices become more ubiquitous and both game-based and computer-assisted teaching methods used more extensively in early educational programs and high school, students may come to expect their use in professional school.

Though there are both theoretical pedogic advantages and demonstrated interest and acceptance for educational applications for mobile devices, further research is needed to determine the impact of these apps on student outcomes in human and veterinary medical education specifically.

Acknowledgement
References
Take-home Messages
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