2020
DOI: 10.2196/23254
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Simulation Game Versus Multiple Choice Questionnaire to Assess the Clinical Competence of Medical Students: Prospective Sequential Trial

Abstract: Background The use of simulation games (SG) to assess the clinical competence of medical students has been poorly studied. Objective The objective of this study was to assess whether an SG better reflects the clinical competence of medical students than a multiple choice questionnaire (MCQ). Methods Fifth-year medical students in Paris (France) were included and individually evaluated on a case of pediatric … Show more

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Cited by 9 publications
(11 citation statements)
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“…Among them, task trainers were used for simple clinical skills training. Standardised patients and software‐based simulation, for example, gamification, were used to train clinical reasoning 10 . High‐fidelity manikins such as SimMan set up more complex scenarios for clinical skills and non‐technical skill training.…”
Section: Resultsmentioning
confidence: 99%
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“…Among them, task trainers were used for simple clinical skills training. Standardised patients and software‐based simulation, for example, gamification, were used to train clinical reasoning 10 . High‐fidelity manikins such as SimMan set up more complex scenarios for clinical skills and non‐technical skill training.…”
Section: Resultsmentioning
confidence: 99%
“…Standardised patients and software-based simulation, for example, gamification, were used to train clinical reasoning. 10 High-fidelity manikins such as SimMan set up more complex scenarios for clinical skills and nontechnical skill training. Some centres such as Centre Zeta began to use virtual reality (VR) in training and assessment.…”
Section: Technological Contextmentioning
confidence: 99%
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“…SGs combine the features of serious games and simulation and have emerged as powerful tools to improve learning outcomes, by facilitating a better understanding of specific issues, via simulated experience [ 3 - 6 ]. Garris et al [ 7 ] argued that both serious game design and the gamification of learning increase learning outcomes, either directly (games) or indirectly through an alteration of contextual learner behavior.…”
Section: Introductionmentioning
confidence: 99%