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Serious games as an educational strategy for management and leadership development in postgraduate medical education – an exploratory inquiry

Overview of attention for article published in Advances in Medical Education and Practice, August 2018
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (85th percentile)

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18 X users

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63 Mendeley
Title
Serious games as an educational strategy for management and leadership development in postgraduate medical education – an exploratory inquiry
Published in
Advances in Medical Education and Practice, August 2018
DOI 10.2147/amep.s171391
Pubmed ID
Authors

Jamiu O Busari, Huriye Yaldiz, Daniëlle Verstegen

Abstract

Previous research has shown that medical residents are in need of additional training in management and leadership skills. One of the possible ways of teaching this competency is the use of a serious game. This study explores residents' views of the potential use of a serious game to teach a module on negotiation in practice management and leadership curriculum. The aim of this study was to identify the features required to design a serious game for management and leadership education, including potential scenarios for such a game. Qualitative interviews were conducted with six medical residents. After transcription and coding of data, thematic analysis was used to group the data into four themes, namely: 1) CanMEDS leader competency, 2) personal views about negotiation, 3) views about serious games, and 4) educational needs in a serious game. Our findings revealed that leadership and negotiation were two domains where residents felt they needed additional training. Those who were already familiar with medical applications and had them installed on their smartphones or tablets had a more positive attitude toward gaming than those who did not. The residents were mostly interested in how realistic the content of a serious game was and its ability to combine management and leadership skills with medical knowledge and clinical expertise. The findings in this study demonstrate that serious games have the potential to teach certain aspects of management and leadership. The study shows that residents are receptive to the use of serious games and, if well designed, believe that it can be used to improve their management and leadership competencies.

X Demographics

X Demographics

The data shown below were collected from the profiles of 18 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 63 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 63 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 11 17%
Other 4 6%
Lecturer 4 6%
Unspecified 3 5%
Student > Doctoral Student 3 5%
Other 13 21%
Unknown 25 40%
Readers by discipline Count As %
Medicine and Dentistry 11 17%
Social Sciences 4 6%
Business, Management and Accounting 4 6%
Arts and Humanities 3 5%
Unspecified 3 5%
Other 11 17%
Unknown 27 43%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 15. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 13 November 2018.
All research outputs
#2,532,033
of 25,748,735 outputs
Outputs from Advances in Medical Education and Practice
#1
of 1 outputs
Outputs of similar age
#49,105
of 342,939 outputs
Outputs of similar age from Advances in Medical Education and Practice
#1
of 1 outputs
Altmetric has tracked 25,748,735 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 90th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.0. This one scored the same or higher as 0 of them.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 342,939 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 85% of its contemporaries.
We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them