Unique ID issued by UMIN | UMIN000049765 |
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Receipt number | R000056685 |
Scientific Title | The Influence of Gamification on Medical Students' Diagnostic Decision Making and Cost Reduction: A Cross-sectional Survey |
Date of disclosure of the study information | 2022/12/14 |
Last modified on | 2023/06/14 16:50:38 |
The Influence of Gamification on Medical Students' Diagnostic Decision Making and Cost Reduction: A Cross-sectional Survey
The Influence of Gamification on Medical Students' Diagnostic Decision Making and Cost Reduction
The Influence of Gamification on Medical Students' Diagnostic Decision Making and Cost Reduction: A Cross-sectional Survey
The Influence of Gamification on Medical Students' Diagnostic Decision Making and Cost Reduction
Japan |
diagnostic reasoning
Medicine in general | Adult |
Others
NO
The gamification of learning outcomes has been positive by increasing motivation and engagement in learning tasks, as well as enjoyment over time. This study aimed to investigate the effects of gamification on diagnostic decision-making and cost reduction in case scenarios.
Efficacy
A cross-sectional study was conducted to investigate the effects of gamification on diagnostic decision-making and medical cost reduction in case scenarios. Participants comprised 30 medical students participating in clinical clerkship. They were randomly assigned to 14 small group teams. Use of decision-making cards (DMCs) was gamified. The DMCs had the clinical information heading and medical cost on the front and details of clinical information on the back of the cards. First, each team was provided brief clinical information (age, gender, chief complaint, and history of present illness) in case scenarios. Subsequently, DMCs were distributed to them and they decided which cards to choose in turn. Then, the correct final diagnosis, the total number of cards drawn, and the total medical cost were scored. Faculty members debriefed the students about the process of the cards chosen. Four case scenarios were implemented and the order in which each team answered was randomized. Students completed a questionnaire about confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical cost before and after the educational intervention.
Observational
22 | years-old | <= |
31 | years-old | >= |
Male and Female
Participants comprised 30 medical students participating in clinical clerkship.
Students who could not participate in any of the case scenarios for any reason were excluded from the study.
34
1st name | Kosuke |
Middle name | |
Last name | Ishizuka |
Chiba University Hospital
Department of General Medicine
260-8677
1-8-1, Inohana, Chuo-ku, Chiba-city, Chiba pref. Japan
+81432227171
e103007c@yokohama-cu.ac.jp
1st name | Kosuke |
Middle name | |
Last name | Ishizuka |
Chiba University Hospital
Department of General Medicine
260-8677
1-8-1, Inohana, Chuo-ku, Chiba-city, Chiba pref. Japan
+81432227171
e103007c@yokohama-cu.ac.jp
Chiba University
Chiba University
Other
Chiba University Hospital
1-8-1, Inohana, Chuo-ku, Chiba-city, Chiba pref. Japan
+81432227171
e103007c@yokohama-cu.ac.jp
NO
2022 | Year | 12 | Month | 14 | Day |
Partially published
30
Confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical cost before and after the educational intervention were significantly higher after the educational intervention. The average total cost decreased significantly in the clinical case scenario tackled last compared to the tackled first.
2022 | Year | 12 | Month | 13 | Day |
Completed
2019 | Year | 10 | Month | 31 | Day |
2021 | Year | 06 | Month | 29 | Day |
2019 | Year | 11 | Month | 01 | Day |
2022 | Year | 12 | Month | 31 | Day |
A cross-sectional study was conducted to investigate the effects of gamification on diagnostic decision-making and medical cost reduction in case scenarios. Participants comprised 30 medical students participating in clinical clerkship. They were randomly assigned to 14 small group teams. Use of decision-making cards (DMCs) was gamified. The DMCs had the clinical information heading and medical cost on the front and details of clinical information on the back of the cards. First, each team was provided brief clinical information (age, gender, chief complaint, and history of present illness) in case scenarios. Subsequently, DMCs were distributed to them and they decided which cards to choose in turn. Then, the correct final diagnosis, the total number of cards drawn, and the total medical cost were scored. Faculty members debriefed the students about the process of the cards chosen. Four case scenarios were implemented and the order in which each team answered was randomized. Students completed a questionnaire about confidence in effective clinical decision-making, motivation to learn diagnostic decision-making, and awareness of medical cost before and after the educational intervention.
2022 | Year | 12 | Month | 13 | Day |
2023 | Year | 06 | Month | 14 | Day |
Value
https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000056685
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