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Impact of providing a customized guideline on virtual medical history taking in two serious games for medical education

Bibliographic Data

ID15328987
AuthorsAlexandra Aster (0000-0003-0407-3250, University Hospital Bonn, corresponding author), Arietta Lotz (University Hospital Bonn), Matthias Carl Laupichler (0000-0003-3104-1123, University Hospital Bonn), Tobias Raupach (0000-0003-2555-8097, University Hospital Bonn)
Year2025
Volume30
Issue1
Pages2527175-2527175
Publication date2025-07-10
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueMedical Education Online (JOURNAL)
Journal identifiersISSN: 1087-2981 • E-ISSN: 1087-2981
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/10872981.2025.2527175
PMID40635609
OpenAlexW4412149012
LanguageEN
References cited43

The results suggest that history taking benefits from self-directed learning in a long menu format relying on cued recall but not in a free-entry chatbot relying on free recall. Since serious games are partially artificial learning environments for training history taking, future studies should examine the extent to which students can transfer their learning in and out of serious games

Guideline · Medical education · Pathology · Computer Science · Educational Games and Gamification · Empathy and Medical Education · Innovations in Medical Education · Medicine

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