Introduction: Game-based education is fast becoming a key instrument in medical education.
Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English.
Results: To the best of researchers’ knowledge, the concepts used in the literature are varied and distinct, and the literature is not
conclusive on the definition of educational games for medical education.
Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.
↑What is "already known" in this topic: • Confidentiality is fundamental to gain patient's trust.• Physicians must be adequately aware of the related dilemmas, regulations and codes of confidentiality of their country of practice.
→What this article adds:• Female interns are more knowledgeable about confidentiality issues than their male counterparts. • Medical students lack ample knowledge and attitude about patients' confidentiality rights.• Confidentiality issues must be integrated into the medical curriculum.
Background
The importance of mobile phones has become one of the new research topics in health professions education due to the ease of access and flexibility. Although novel approaches to health professions education recommend the use of educational technologies, such as mobile applications, a limited number of studies have been conducted with regard to learning anatomy through mobile applications. Considering the increasing needs of medical students for mobile technology to meet their educational needs, wants and desires, we decided to explore the features of an anatomy mobile application.
Methods
This qualitative study was conducted in two stages of holding focus groups, and an expert panel session. Students of basic Medical sciences, and faculty members of anatomy at Iran University of Medical Sciences formed the research participants. Semi-structured interviews and note-taking were used to collect the data. Moreover, Brown and Clark methods were used for thematic analysis. Finally, four criteria presented by Lincoln and Guba for qualitative studies were used to ensure the credibility, confirmability, trustworthiness and transferability of the data.
Results
Based on the data analysis, 37 codes that could be used to design anatomy mobile content for medical students were extracted. These features were categorized into eight main themes of “visual richness”, “scientific comprehensiveness”, “auditory richness”, “affordability”, “user-friendliness”, “self-assessment”, “interactive content” and “user support”.
Conclusion
This study explored the features of an anatomy application that can be used by educational app developers. Anatomy departments at Medical Universities, policymakers, and curriculum planners in the field of medical education can also adopt the findings of the present study.
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