PILOT STUDY FOR THE EVALUATION OF THE LEARNING WITH A CARD’S GAMIFIED ACTIVITY IN HYPERTENSION

Objective: Evaluate the usefulness in learning the approach to Hypertension through a card game of clinical scenarios where not only knowledge but also chance plays a role in its development. Design and method: We designed an analogic card game where teams of participants must solve clinical scenarios and answer questions defined on cards, where they will score points to reduce the blood pressure of the patient card that they have played at the beginning of the game. The winning team is the one who reduces the blood pressure of their patient the most and/or those others who reach the control objectives. A form was designed with statements that could be rated as true, false or unknown. The participants were asked to answer at the beginning of the game and at the end, and their results were compared between the initial and final stages. Results: 68 healthcare professionals participated in 4 sessions of the activity and answered the test at the beginning and 66 afterwards. The median of the previous scores was 12 (minimum 6, maximum 18) and of the subsequent scores 14 (8 and 19 respectively). Regarding the paired data, 54 participants improved their knowledge (minimum 1, maximum 11) and 7 worsened it (1 and 3). In general, the gain in knowledge tends to be greater than the loss, and there is a greater increase in knowledge among the younger participants. Conclusions: The game seems to provide learning for most participants, although ideally, we should compare this activity with a control group with a training activity in a more classic way.

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Publication Details

Journal
Journal of Hypertension
Published
2025-05-01
DOI
https://doi.org/10.1097/01.hjh.0001117292.34157.59
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

PILOT STUDY FOR THE EVALUATION OF THE LEARNING WITH A CARD’S GAMIFIED ACTIVITY IN HYPERTENSION

Mència Benítez, Mar Serrat-Costa, Lidia González-Gil, Joan Torras-Borrell et al.
Journal of Hypertension
Educational Games and Gamification
article

PILOT STUDY FOR THE EVALUATION OF THE LEARNING WITH A CARD’S GAMIFIED ACTIVITY IN HYPERTENSION

Mència Benítez, Mar Serrat-Costa, Lidia González-Gil, Joan Torras-Borrell, Mireia Gibrat-Pineda, Oriol Rebagliato-Nadal, Laura Camps-Vila, Jordi Rosinach-Bonet, Melania Priego-Artero, Maria Cecilia-Salgueiro
article en

Abstract

Objective: Evaluate the usefulness in learning the approach to Hypertension through a card game of clinical scenarios where not only knowledge but also chance plays a role in its development. Design and method: We designed an analogic card game where teams of participants must solve clinical scenarios and answer questions defined on cards, where they will score points to reduce the blood pressure of the patient card that they have played at the beginning of the game. The winning team is the one who reduces the blood pressure of their patient the most and/or those others who reach the control objectives. A form was designed with statements that could be rated as true, false or unknown. The participants were asked to answer at the beginning of the game and at the end, and their results were compared between the initial and final stages. Results: 68 healthcare professionals participated in 4 sessions of the activity and answered the test at the beginning and 66 afterwards. The median of the previous scores was 12 (minimum 6, maximum 18) and of the subsequent scores 14 (8 and 19 respectively). Regarding the paired data, 54 participants improved their knowledge (minimum 1, maximum 11) and 7 worsened it (1 and 3). In general, the gain in knowledge tends to be greater than the loss, and there is a greater increase in knowledge among the younger participants. Conclusions: The game seems to provide learning for most participants, although ideally, we should compare this activity with a control group with a training activity in a more classic way.

Journal of HypertensionVol. 43(Suppl 1)
Universitat de Lleida (ES), Clínica Girona (ES), Consorci d’Atenció Primària de Salut Barcelona Esquerra (ES), Consorci Sanitari de Terrassa (ES)
Openalex Percentile: Top 89%
Educational Games and Gamification
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