Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis

被引:12
作者
Van Gaalen, A. E. J. [1 ]
Jaarsma, A. D. C. [2 ]
Georgiadis, J. R. [1 ]
机构
[1] Univ Groningen, Univ Med Ctr Groningen, Dept Biomed Sci Cells & Syst, Sect Anat & Med Physiol, Antonius Deusinglaan 1, NL-9713 AV Groningen, Netherlands
[2] Univ Groningen, Univ Med Ctr Groningen, Ctr Educ Dev & Res Hlth Profess, Groningen, Netherlands
关键词
gamification; serious games; game-based learning; medical education; computers; new technology; focus group; play; qualitative; SELF-DETERMINATION THEORY; GENDER-DIFFERENCES; PERSONALITY-DIFFERENCES; SOCIAL-INTERACTION; SERIOUS GAMES; VIDEO GAMES; EDUCATION; PLEASURE; GAMIFICATION; PLAYFULNESS;
D O I
10.2196/25637
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: In times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed cannot be made on a solid empirical basis. Though the act of play seems to be intertwined with GBL, it is generally ignored in the current scientific literature. Objective: The objective of our study was to explore students' perceptions of play in leisure time and of GBL as part of mechanistic, bottom-up approach towards evidence-informed design and implementation of GBL in health profession education. Methods: We conducted 6 focus group discussions with medical and dentistry students, which were analyzed using thematic analysis. Results: A total of 58 students participated. We identified 4 major themes based on the students' perception of play in leisure time and on the combination of play and learning. Our results indicate that, while play preferences were highly various in our health profession student cohort, pleasure was the common ground reported for playing. Crucially, play and the serious act of learning seemed paradoxical, indicating that the value and meaning of play are strongly context-dependent for students. Conclusions: Four key points can be constructed from our study. First, students play for pleasure. Perceptions of pleasure vary considerably among students. Second, students consider play as inefficient. Inefficiency will only be justified when it increases learning. Third, play should be balanced with the serious and only be used for difficult or tedious courses. Fourth, GBL activities should not be made compulsory for students. We provide practical implications and directions for future research.
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页数:15
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