Serious games and blended learning
Effects on performance and motivation in medical education
Serious games en blended leren : effecten op prestaties en otivatie in het medisch onderwijs
In medical education and health care, with its exponential growth in knowledge and increasing demands on the needed competencies of doctors, there is a need for new and more cost-effective training models. Blended and online learning are powerful learning concepts, which can be used in different formats (e-modules, games) to gain knowledge, skills and attitudes.
‘Blended’ (or hybrid) learning combines online learning and classroom learning. Potential benefits are more flexibility in online learning and high-quality, interactive classroom sessions. Evidence from research is not conclusive on whether blended learning is equally effective or more effective than solely classroom learning. The first aim of this thesis was to compare the effectiveness of a blended training design with a conventional classroom training for the acquisition of knowledge.
One of the promising new online formats to train complex skills in a motivating and efficient way is provided by serious games. Little is yet known about the effectiveness and optimal design of serious games in health care training. The second aim of this thesis was to investigate the effectiveness and critical design features of serious games for performance and motivation.
|Keywords||Blended learning, Online learning, Serious games|
|Promotor||J.L.C.M. van Saase (Jan) , J.J.G. van Merriënboer (Jeroen)|
|Publisher||Erasmus University Rotterdam|
Dankbaar, M.E.W, MSc. (2015, November 18). Serious games and blended learning. Erasmus University Rotterdam. Retrieved from http://hdl.handle.net/1765/78921