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Published on: December 16, 2010
Serious Games and Gamification: Health Care Workers' Experience, Attitudes, and Knowledge
Zoltan Katonai1, Rahul Gupta1, Sabina Heuss2
1Psychiatric Services Grisons, Chur, Switzerland.
Younger healthcare workers show positive attitudes towards serious games for training, unlike older generations who prefer traditional methods. This highlights opportunities for digital learning in medical education.
Area of Science:
- Digital Health
- Medical Education Technology
- Gamification in Healthcare
Background:
- The COVID-19 pandemic accelerated digital technology adoption in healthcare learning.
- Serious games offer innovative educational approaches for healthcare professionals.
- Assessing healthcare workers' perspectives on serious games is crucial for effective implementation.
Purpose of the Study:
- To evaluate healthcare workers' experiences, attitudes, and knowledge concerning serious games in training.
- To explore the potential of serious games for enhancing medical education and continuing professional development.
Main Methods:
- A convenience sample of 223 internal medicine and psychiatry professionals participated.
- Data collected included sociodemographic information, and assessments of experience, attitudes, and knowledge regarding serious games.
- Ordinal regression analysis examined the relationship between knowledge, attitudes, experiences, and the desire to implement serious games.
Main Results:
- Most healthcare workers lacked familiarity with serious games and gamification.
- Significant gender and age-related differences were observed in familiarity and willingness to use serious games.
- Younger professionals demonstrated higher motivation for integrating serious games compared to older counterparts who favored traditional learning.
Conclusions:
- The study indicates a positive reception to serious games, particularly among younger healthcare workers.
- Serious games represent a promising avenue for evolving postgraduate medical teaching and continuing medical education.
- Digitalization and new technologies, spurred by the pandemic, create a favorable environment for serious game adoption in healthcare training.
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