2017
DOI: 10.2196/jmir.6944
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InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians

Abstract: BackgroundMost patients with diabetes mellitus (DM) are followed by primary care physicians, who often lack knowledge or confidence to prescribe insulin properly. This contributes to clinical inertia and poor glycemic control. Effectiveness of traditional continuing medical education (CME) to solve that is limited, so new approaches are required. Electronic games are a good option, as they can be very effective and easily disseminated.ObjectiveThe objective of our study was to assess applicability, user accept… Show more

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Cited by 42 publications
(57 citation statements)
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References 49 publications
(58 reference statements)
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“…No significant difference was found on the final questionnaire score, which is consistent with a previous study [20] and may suggest that journal article reading can still lead to sufficient knowledge for continuing education but that Hygie is at least noninferior to traditional methods.…”
Section: Discussionsupporting
confidence: 90%
See 2 more Smart Citations
“…No significant difference was found on the final questionnaire score, which is consistent with a previous study [20] and may suggest that journal article reading can still lead to sufficient knowledge for continuing education but that Hygie is at least noninferior to traditional methods.…”
Section: Discussionsupporting
confidence: 90%
“…Finally, it is unique because of its extensive evaluation among a significant number of GPs from several regions of France. The use of both a double-blinded randomized trial and a satisfaction questionnaire evaluation differentiates Hygie from other serious health games in existence, with a few exceptions such as InsuOnline [20]. Our study shows that it is feasible to create an engaging educational video game, including validation in a randomized trial, without influence of public or private financing.…”
Section: Discussionmentioning
confidence: 94%
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“…It is worth noting that individuals proactively seek play, something that gamified experiences theoretically automate [9][10][11]. With the advent of digital multimedia and resulting virtual worlds, there has been a surge in multidisciplinary interest in the short-term and longer-term applications of gamification [12][13][14][15].…”
Section: Introductionmentioning
confidence: 99%
“…4 Within the medical education curriculum, gaming has become increasingly more established as projects have been designed and validated by research. At a training center at Heidelberg University, medical students between their third and sixth year participated in a game intended to provide instruction on correct chest tube insertion, 5 which has recently been the subject of a randomized controlled trial.…”
Section: Introductionmentioning
confidence: 99%