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Research Roundup: Game-based Learning Medical Applications

What do experts have to say about using games in medical settings? Today, we’re exploring captivating research that highlights the applications of game-based learning in the medical field! From enhancing medical education and training to serving as a tool for therapy and rehabilitation, video games are proving to be a cutting-edge approach with the potential to change the way we learn about and treat health concerns. 

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Game-based Learning for Medical Education and Training 

Game-Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life 

The first study we’re highlighting today explores the impact of game-based learning in medical education, specifically focusing on radiological anatomy (the study of human anatomy using radiological imaging techniques, such as X-rays, CT scans, MRI scans, and ultrasound). 

To do so, researchers designed a competition-based game on the virtual platform Second Life, and then invited third-year medical students to participate voluntarily. Then they analyzed the students’ perceptions of Second Life and the game, as well as their knowledge retention and final grades. Out of 197 students, 90 (45.6%) participated in the online game. Participants rated their experience highly, with mean scores of 8.1 or higher on a 10-point scale, particularly noting the professor and the virtual environment. The game-based learning participants also outperformed non-participants in the post-exposure knowledge test, indicating the game-based option leads to better learning outcomes. Also, the game-based learning participants left fewer answers blank compared to non-participants. 

The study concluded that competitive game-based learning in Second Life effectively taught core radiological anatomy to medical students, leading to improved knowledge retention. We can’t say we’re surprised – fun experiences are often memorable experiences!

Teaching Disaster Medicine With a Novel Game-Based Computer Application: A Case Study at Sichuan University 

According to this study published in 2020, researchers at Sichuan University compared two ways of teaching medical students how to handle a patient surge during a natural disaster. One group received traditional lecture-style teaching, while the other group played a game-based app. Researchers checked how well the students did by giving them tests before, after, and at the end of the course. Both teaching methods helped the students learn in the short term, and there wasn’t a big difference between them statistically. 

However, the game group showed significantly higher knowledge retention compared to the traditional lecture group. These findings suggest that the game-based computer application effectively teaches medical students best practices for managing patient surge in a natural disaster. Game-based learning is an engaging way for students to learn and remember the best practices!

Game-based Learning as Medicine or Therapy

Video game-based and conventional therapies in patients of neurological deficits: an experimental study

In this next study, researchers wanted to see if virtual reality (VR) technology could be as effective as conventional therapy in helping patients with neurological deficits recover. They compared the two approaches and looked at how VR affected the patients’ mental health, self-esteem, social support, and motivation.

They had thirty-four participants with conditions like cerebral palsy, traumatic brain injury, spinal cord injury, stroke, and Parkinson’s disease. The participants were split into two groups: one group did VR exercises, and the other group received conventional therapy.

The results showed significant differences between the pretest and post-test conditions for both groups. The study specifically highlighted the positive effects of VR-based rehabilitation for patients with traumatic brain injury, stroke, and cerebral palsy. The results demonstrated that VR can help patients with these conditions by boosting their motivation, involvement, and ability to perform daily tasks compared to conventional therapy.

Based on these findings, the researchers suggest that more research should be done in the field of virtual reality, exploring different samples, ideas, and approaches. They believe that incorporating VR technology into rehabilitation could greatly improve the patient experience and motivation during treatment. This study opens up exciting possibilities for future research and practice in this area!

Stress-Relieving Video Game and Its Effects: A POMS Case Study

This study is centered around the topic of stress and its impact on the human body. It delves into the various factors that can trigger stress, and emphasizes the development of methods and tools to reduce stress levels. In particular, the study focuses on the creation of a stress-relieving game and investigates its effectiveness in alleviating stress using the Profile of Mood States (POMS) and POMS-2 survey.

To begin, researchers developed a game specifically designed to help individuals relax and decrease their stress levels. The game incorporates elements such as soothing sounds, calming visuals, and stress-reducing colors – factors known to promote relaxation. To assess the game’s impact, the researchers conducted a survey-based research study over a period of six months. During this time, they collected data from participants, analyzing various aspects of their psychology and reactions to the game.

The results of the study demonstrated the efficacy of the custom-built game in reducing stress. The POMS and POMS-2 survey results provided concrete evidence that participants experienced a significant decrease in stress levels after engaging with the stress-releasing game. This finding suggests that the game effectively promotes relaxation and helps individuals cope with and manage stress more effectively.

Effects of Interactive Video Game-Based Exercise on Balance in Diabetic Patients with Peripheral Neuropathy: An Open-Level, Crossover Pilot Study

Can video games help diabetic patients with nerve damage in their feet improve their balance? This is what researchers set out to discover in the final study included in this roundup. Researchers split participants into two groups: one group started the video game training right away for 6 weeks, while the other group waited 6 weeks before starting. They measured their balance at the beginning, after 6 weeks, and after 12 weeks of the study.

The results showed that the group that did the video game training from the start had significant improvements in their balance compared to the other group. They did better on tests like the Berg Balance Scale, the Unipedal Stance Test, and the Time Up and Go Test. These results show that playing video games for 6 weeks can help diabetic patients with peripheral neuropathy improve their balance.

As you can tell, game-based learning medical applications are undeniably cutting-edge approaches that hold tremendous promise for transforming medical education and treatment. The fusion of gaming and medicine offers a dynamic and interactive learning experience that motivates patients and enhances student retention. 

Are you looking to develop a custom educational game for your research or medical training purposes? Well, you’re in luck! We are experienced game developers that specialize in educational games, and we’re here to collaborate with you to craft a top-notch, tailor-made learning adventure. Get in touch today to start building an exceptional learning experience with us.

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