Serious Game Design with medical students as a Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking: A qualitative research

##plugins.themes.academic_pro.article.main##

Ihsen Zairi
mohamed ben dhiab
Khadija Mzoughi
Imtinen Ben Mrad
Imen Ben Abdessalem
Sondos Kraiem

Abstract

Introduction: The impact of technology in education has led to various changes in the way that different stakeholders, like students and teachers work and interact with each other. The use of the serious game design in educational contexts has been related to the development of the 21st century skills such as communication, collaboration, creativity and critical thinking.
Aim: To analyze a serious game design process by third –year medical students, from the perspective of the 21st century competencies engaged in the game design process. Those outlined key competencies are communication, collaboration, creativity and critical thinking.
Methods: This is a qualitative, descriptive, and inductive study that follows a phenomenological approach. Twelve volunteer third-year medical students participated in an activity of designing of serious games. This study, carried out during summer internship in the cardiology department of Habib Thameur Hospital. The course of the designing of serious games with students spread over 4 weeks with 10 hours face-to-face and 10 hours of remote work.
Results: The participants in our study were twelves third-year medical students. Of these 12 students, 10 were female. The duration of each interview depends on each participant’s ability. The analysis of the data, based on the phenomenological method of Giorgi brought out four central themes: theme 1: Critical thinking skills and problems solving skills, theme 2: Communication, theme 3: Creativity, theme 4: Collaboration. The overall essence of the phenomenon is these third medical students who experienced the serious game design outlined key competencies.
Conclusion:
Using serious game development-based learning as a learning method to impart multidimensional skills and knowledge suggests a promising approach for developing clinical reasoning, creativity, communication, and collaboration in students.

Keywords:

serious game, communication; collaboration; critical thinking; creativity

##plugins.themes.academic_pro.article.details##

References

  1. 1. Foshee C. M., Elliott S. N, Atkinson R. K. Technology-enhanced learning in college mathematics remediation. Br. J. Educ. Technol. 2016 ;47: 893-905. 2. Romero M, Lepage A, Lille B. Computational thinking development through creative programming in higher education,” Int. J. Educ. Technol. High. Educ.2017 ; 14 : 1-42. 3. Kalmpourtzis G, Romero M. Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education. International Journal of Serious Games.2020 ; 4 :75 - 88. 4. Romero M. Digital game design as a complex learning activity for developing the 4Cs skills: Communication, collaboration, creativity and critical thinking. Games and Learning Alliance. 2016 :90-99. 5. Hassan M , Moreno A, Sutinen E, Aziz A. On the participatory design of Jeliot mobile: towards a socio-constructivist mlearning tool. In: 2015 International Conference on Learning and Teaching in Computing and Engineering.2015 :120-123. 6. Wingrave C, Norton J, Ross C, Ochoa N, Veazanchin S, Charbonneau E, LaViola J. Human Factors in Computing Systems.2012 :2339-2344. 7. Romero M, Usart M, Ott M. Can serious games contribute to developing and sustaining 21st-century skills? Games. Cult. J. Interact. Media.2015 ;10(2) : 148-177. 8. Fortin F. Fondements et étapes du processus de recherché : Méthodes quantitative et qualitative. Montréal : Chenelière éducation 2ème édition 2010. 9. Giorgi A. De la méthode phénoménologique utilisée comme mode de recherche qualitative en sciences humaines : théorie, pratique et évaluation.1997. 10. Maheu-Cadotte M, Cossette S, Dubé V, et al. Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol. BMJ Open. 2018;8:019871. 11. Facione P A. Measured Reasons and Critical Thinking. Millbrae, CA: The California Academic Press.2011. 12. Kivunja C. Innovative Pedagogies in Higher Education to Become Effective Teachers of 21st Century Skills: Unpacking the Learning and Innovations Skills Domain of the New Learning Paradigm. International Journal of Higher Education. 2014 ; 3 :37-48. 13. Snyder L, Mark J. Teaching Critical Thinking and Problem Solving Skills. The Delta Pi Epsilon Journal.2008 : 90-99. 14. Kivunja C. Teaching, Learning and Assessment: Steps towards Creative Practice. Melbourne: Oxford University Press. 2015. 15. Jonassen D, Land S.Theoretical Foundations of Learning Environments. Routledge, New York. 2012. 16. Jenkins H.Game design as narrative architecture. Computer. 2004 :44, 53. 17. Lim T. Narrative Serious Game Mechanics - insights into the narrative-pedagogical mechanism. J Game Days. 2014 ; 8395 : 23-34. 18. Arnab S, Lim T, Carvalho M B, Bellotti F, de Freitas S, Louchart S, and al. Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 2014 ; 46 : 391-411. 19. Sternberg R. J. The Rainbow Project: Enhancing the SAT through assessments of analytical, practical, and creative skills. Intelligence. 2006 ; 34(4), 321-350. 20. Squire K. Cultural framing of computer/video games. Game Stud.2002 ; 2(1) :1-13. 21. Kayali F. Participatory game design for the interact serious game for health. JCSG. 2015 ; 9090 :13-25. 22. Khaled R, Vanden Abeele V, Van Mechelen M, Vasalou A.Participatory design for serious game design: truth and lies. Annual Symposium on Computer-Human Interaction in Play.2014 :457-460. 23. Prensky M. The motivation of gameplay: the real twenty-first century learning revolution. Horizon.2002 ; 10(1) :5-11. 24. Ke F, Im T. A case study on collective cognition and operation in team-based computer game design by middle-school children. Int. J. Technol. Des. Educ.2014 ; 24(2) : 187-201. 25. Richard G T, Kafai YB. Responsive make and play: youth making physically and digitally interactive and wearable game controllers. More Playful User Interfaces. 2015 :71-93. 26. Woods C. The rise of interactive game development and multimedia project creation among school-aged children. Society for Information Technology and Teacher Education International Conference. 2015 :1971-1975.