2018
DOI: 10.1016/j.pec.2017.11.003
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Online, game-based education for melanoma recognition: A pilot study

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Cited by 12 publications
(20 citation statements)
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“…Furthermore, the post-intervention survey in the game group demonstrated a high degree of satisfaction, particularly in self-reported joyfulness of playing the game compared to that of reading the pamphlet. Our findings are similar to those reported in previous studies, which found that participants gained remarkable skills with high accuracy in the visual identification of malignant melanoma via GBL (Jia et al, 2020;Maganty et al, 2018). However, accuracy rates ranging from 60.6% to 74.2% have been reported.…”
Section: Discussionsupporting
confidence: 91%
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“…Furthermore, the post-intervention survey in the game group demonstrated a high degree of satisfaction, particularly in self-reported joyfulness of playing the game compared to that of reading the pamphlet. Our findings are similar to those reported in previous studies, which found that participants gained remarkable skills with high accuracy in the visual identification of malignant melanoma via GBL (Jia et al, 2020;Maganty et al, 2018). However, accuracy rates ranging from 60.6% to 74.2% have been reported.…”
Section: Discussionsupporting
confidence: 91%
“…The sample size calculation was based on a previous study (Maganty et al, 2018), with an alpha of 0.05 and a power of 80%. Accounting for a potential loss to follow-up of 20%, the sample size calculation required approximately 30 subjects to be recruited in each arm.…”
Section: Intervention and Study Designmentioning
confidence: 99%
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“…Forristal and Kim (2021) conceptualized an interactive case for emergency medicine physicians during the COVID‐19 pandemic, which influenced their practice and confidence by engaging them in multiple interactive pathways for case progression. As Maganty et al (2018) informed that compared with conventional printed materials, interactive learning exhibited great potential in promoting patients' learning motivation and effects. It has now been demonstrated that interactive design tends to facilitate patients learning outcomes by presenting related knowledge in an interactive manner (Lee, Wang, et al, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…A serious game is a learning medium whose use can solve a problem (Maganty, Ilyas, Zhang, & Sharma 2017). A serious game can also be a software simulation as a learning medium that can improve learning outcomes (Bessarabova et al 2016).…”
Section: Introductionmentioning
confidence: 99%