Title of article
The Effect of Avazma Game Software on Students’ Clinical Function during Voice Disorder Internship
Author/Authors
Rahimifar ، Parvane Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences , Soltani ، Majid Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences , Shaterzadeh Yazdi ، MohammadJafar Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences , Mehravar ، Mohammad Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences , Nasrollahi ، Hosein Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences , Moradi ، Negin Musculoskeletal Rehabilitation Research Center - Ahvaz Jundishapur University of Medical Sciences
Pages
5
From page
99
To page
103
Abstract
Background: This study aimed to assess the use of game software on the clinical performance of speech therapy students during their internship.Methods: This study was a clinical trial. The population of the study comprised 69 students of Ahvaz Jundishapur University of Medical Sciences of 2012, 2013, 2014, and 2015 who passed the voice disorder internship unit in the sixth semester. The first group consisted of 32 students of 2012 and 2013 who passed the voice disorder unit in traditional way, and the second group consisted of 37 students of 2014 and 2015 who passed the voice disorder unit in traditional way along with using game software (combined method). At the end of the sixth semester, students’ internship score was recorded and internship coaches were surveyed about students’ clinical performance. Data were analyzed using SPSS software (22).Results: The age range of the first group was 20-22 years (20.11±3.02) and that of the second group was 20-22 years (20.25±2.12). The mean and standard deviation of the internship score of the students, who learned the unit by software, were 19.36±0.36 and for students who learned the unit by traditional way were 14.12±0.36. Independent t test showed significance difference between the two groups (P≤0.001). 80% of the coaches rated the performance of the students who used the game software to be very good and good in comparison with the traditional educational group. Conclusion: Using educational games in class has led to an increase in students’ clinical performance in dealing with patients with voice impairments and increased satisfaction of their internship coachesfrom students’ performance.
Keywords
GAME , LEARNING , CLINICAL , VOICE DISORDER
Journal title
Journal of Medical Education
Serial Year
2019
Journal title
Journal of Medical Education
Record number
2483379
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