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Analyze article and determine cultural category





Id : 2412

Author :
Katonai Z.; Gupta R.; Heuss S.; Fehr T.; Ebneter M.; Maier T.; Meier T.; Bux D.; Thackaberry J.; Schneeberger A.R.

Title


Serious Games and Gamification: Health Care Workers’ Experience, Attitudes, and Knowledge

Reference :


Katonai Z.; Gupta R.; Heuss S.; Fehr T.; Ebneter M.; Maier T.; Meier T.; Bux D.; Thackaberry J.; Schneeberger A.R. Serious Games and Gamification: Health Care Workers’ Experience, Attitudes, and Knowledge,Academic Psychiatry 47 2

Link to article https://www.scopus.com/inward/record.uri?eid=2-s2.0-85146908708&doi=10.1007%2fs40596-023-01747-z&partnerID=40&md5=234d02c54d761b08d0a12f041bc98591
Abstract Objective: With the rapid advancement of digital technology due to COVID-19, the health care field is embracing the use of digital technologies for learning, which presents an opportunity for teaching methods such as serious games to be developed and improved. Technology offers more options for these educational approaches. The goal of this study was to assess health care workers’ experiences, attitudes, and knowledge regarding serious games in training. Methods: The convenience sample consisted of 223 participants from the specialties of internal medicine and psychiatry who responded to questions regarding sociodemographic data, experience, attitudes, and knowledge regarding serious games. This study used an ordinal regression model to analyze the relationship between knowledge, attitudes, and experiences and the idea or wish to implement serious games. Results: The majority of healthcare workers were not familiar with serious games or gamification. The results show gender and age differences regarding familiarity and willingness to use serious games. With increasing age, the respondents preferred conventional and traditional learning methods to playful teaching elements; younger generations were significantly more motivated than older generations when envisioning using elements of serious games in the future. Conclusions: The COVID-19 pandemic has encouraged the use of new technologies and digitalization. This study describes positive attitudes toward serious games, mainly in younger people working in health care. Serious games present an opportunity to develop new approaches for postgraduate medical teachings and continuing medical education. © 2023, The Author(s), under exclusive licence to American Association of Chairs of Departments of Psychiatry, American Association of Directors of Psychiatric Residency Training, Association for Academic Psychiatry and Association of Directors of Medical Student Education in Psychiatry.



Results:


                    Category                    

             Certainity            
Heritage 0.0000
Archives 0.0000
Libraries 0.0000
Book and Press 0.0000
Visual Arts 0.0000
Performing Arts 0.0001
Audiovisual and Multimedia 0.9999
Architecture 0.0000
Adverstizing 0.0000
Art crafts 0.0000
General cultural dimension 0.0000
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