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Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game.


ABSTRACT: BACKGROUND:While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learning psychiatric symptoms in third-year medical students. Student performance was also evaluated at 3?months. METHODS:This gamified fast-track training consists of two teams and each team has to guess as many psychiatric semiology terms as possible using different techniques (i.e. speech, mime). The study involved a pre- and post-evaluation of knowledge (Multiple Choice Questions) and a satisfaction survey. Baseline, post-immediate, and three-months scores were compared by using Friedman analysis for paired samples. Comparisons of mean scores at two different times were performed by using Wilcoxon test for paired samples. RESULTS:One hundred and sixty-six students were proposed to take part in the study. Among them 129 completed the whole program (response rate?=?77.7%). Mean scores measured at the three points in time were significantly different (p?

SUBMITTER: Clement A 

PROVIDER: S-EPMC7574431 | biostudies-literature | 2020 Oct

REPOSITORIES: biostudies-literature

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Prospective study on a fast-track training in psychiatry for medical students: the psychiatric hat game.

Clément Anthony A   Delage Raphaël R   Chollier Marie M   Josse Laure L   Gaudry Stéphane S   Zahar Jean-Ralph JR   Baubet Thierry T   Degos Bertrand B  

BMC medical education 20201019 1


<h4>Background</h4>While medical students are losing interest in lectures in favor of other educational materials, many studies suggest the benefit of active learning, combined with gamified educational tools. The authors developed a psychiatric adaptation of the « Hat Game ». It was hypothesised that this game would increase both knowledge and motivation in medical students toward psychiatric semiology. The aim of the study was to assess the benefit of a Psychiatric Hat Game session for learnin  ...[more]

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