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PLOS One logoLink to PLOS One
. 2023 Mar 13;18(3):e0278673. doi: 10.1371/journal.pone.0278673

Chatbot-based serious games: A useful tool for training medical students? A randomized controlled trial

Salma Al Kahf 1, Baptiste Roux 2, Sebastien Clerc 1,3, Mona Bassehila 1, A Lecomte 2, Elsa Moncomble 3, Elodie Alabadan 3, Nina de Montmolin 3, Eve Jablon 1,4, Emilie François 1,5, Gérard Friedlander 1,5, Cécile Badoual 1, Guy Meyer 1,3, Nicolas Roche 1,6, Clémence Martin 1,6,#, Benjamin Planquette 1,3,*,#
Editor: Elsayed Abdelkreem7
PMCID: PMC10010502  PMID: 36913346

Abstract

Objectives

Chatbots, conversational agents that walk medical students (MS) though a clinical case, are serious games that seem to be appreciated by MS. Their impact on MS’s performance in exams however was not yet evaluated. Chatprogress is a chatbot-based game developed at Paris Descartes University. It contains 8 pulmonology cases with step-by-step answers delivered with pedagogical comments. The CHATPROGRESS study aimed to evaluate the impact of Chatprogress on students’ success rate in their end-term exams.

Methods

We conducted a post-test randomized controlled trial held on all fourth-year MS at Paris Descartes University. All MS were asked to follow the University’s regular lectures, and half of them were randomly given access to Chatprogress. At the end of the term, medical students were evaluated on pulmonology, cardiology and critical care medicine.

Main outcomes measures

The primary aim was to evaluate an increase in scores in the pulmonology sub-test for students who had access to Chatprogress, compared to those who didn’t. Secondary aims were to evaluate an increase in scores in the overall test (Pulmonology, Cardiology and Critical care medicine test (PCC)) and to evaluate the correlation between access to Chatprogress and overall test score. Finally, students’ satisfaction was assessed using a survey.

Results

From 10/2018 to 06/2019, 171 students had access to Chatprogress (the Gamers) and among them, 104 ended up using it (the Users). Gamers and Users were compared to 255 Controls with no access to Chatprogress. Differences in scores on the pulmonology sub-test over the academic year were significantly higher among Gamers and Users vs Controls (mean score: 12.7/20 vs 12.0/20, p = 0.0104 and mean score: 12.7/20 vs 12.0/20, p = 0.0365 respectively). This significant difference was present as well in the overall PCC test scores: (mean score: 12.5/20 vs 12.1/20, p = 0.0285 and 12.6/20 vs 12.1/20, p = 0.0355 respectively). Although no significant correlation was found between the pulmonology sub-test’s scores and MS’s assiduity parameters (number of finished games among the 8 proposed to Users and number of times a User finished a game), there was a trend to a better correlation when users were evaluated on a subject covered by Chatprogress. MS were also found to be fans of this teaching tool, asking for more pedagogical comments even when they got the questions right.

Conclusion

This randomised controlled trial is the first to demonstrate a significant improvement in students’ results (in both the pulmonology subtest and the overall PCC exam) when they had access to Chatbots, and even more so when they actually used it.

Introduction

Developing an effective teaching strategy for students’ training is a common goal to many teachers, especially entertainment-based ones that are gaining in popularity among students. Among those teaching strategies, automated clinical vignettes are tools that can easily be used in medical training. A multicentre American study showed that case-vignettes had fairly similar results to clinical practice audits when it came to quality of care [1].

Recent advances in artificial intelligence helped turning clinical vignettes into handy teaching tools, through chatbots. Chatbots are conversational agents, robots, that walk students though a clinical case. Students engage in a conversation by text or visual communication to conduct clinical and paraclinical examinations. They are then asked to diagnose and devise management plans and see their impact in real-time, all in different settings (clinic, emergency department, a classical hospital ward, an intensive care unit, etc) [2]. Chatbots were also developed for families’, to help them with the management of an acute exacerbation of a child’s asthma [3]. In a hospital setting, chatbots were used during the COVID-19 pandemic to help screen health-care providers for COVID-19 symptoms and exposures prior to every shift, thereby reducing wait-times and physical proximity with others [4]. In an educational setting, chatbots are still being tested. A recent systematic review of the prior research related to the use of Chatbots in education was performed [5] and points out several important findings. The number of documents relating to the use of Chatbots in education exponentially increased in the recent years, reflecting the current worldwide dynamic to modernize education. The benefits found to chatbots were their quick access to information and more importantly feedback, increasing students’ ability to integrate information. When surveyed, medical students claimed to find chatbots appealing based on the recognition, the anthropomorphism in communication and knowledge expertise of the tool [6]. In nursing students, a knowledge-based chatbot system was found to enhance students’ academic performance and learning satisfaction [7]. However, their impact on test-taking was not studied previously in medical students. Their efficacy was not thoroughly tested, due to probably a limited number of examples of chatbots in the European Healthcare curricula [8]. In our trial, we close this gap and aim to evaluate, on fourth-year medical students at Paris Descartes University, the benefit of chatbots’ on students’ success rate in their end-term exam, as well as their level of satisfaction.

Methods and materials

Design and setting

We performed a single-centre open post-test randomized controlled study that compared the overall test scores of students with no access to Chatprogress (Controls) to those of students with access (Gamers) and, among the Gamers, the students who actually used the platform (Users). All fourth-year medical students from Paris Descartes University were eligible. There were no exclusion criteria.

Study population

During their academic year, fourth-year medical students at Paris Descartes University are divided into 3 groups. They all must go through 3 courses, each consisting of 3 medical specialties, to be taken in a different order by each group throughout the year. Each course lasts 3 months (October to December 2018 –January to March 2019 and April to June 2019). During each course, students have 3 hours/week of lecture per specialty, in a standard classroom setting. At the end of each course, students must take a test on the 3 medical specialties learned during the course (3 sub-tests). Each sub-test is composed of a main clinical case and a few random multiple-choice questions. The course studied during our trial covered pulmonology, cardiology and critical care medicine (PCC). Chatprogress was developed by pulmonologists (CM and BP), it therefore more specifically aimed to train students for the pulmonology subtest. The clinical cases of the pulmonology exam during the 2018–2019 academic year revolved around sarcoidosis in December 2018, Chronic Obstructive Pulmonary Disease (COPD) and pneumothorax in March 2019, and non-small-cell lung carcinoma in June 2019.

Fourth-year medical students from Paris Descartes University were randomized (1:1). Randomization was done for each group of students going through their PCC course with a computer-generated sequence and a one-to-one ratio (SC). All students were asked to follow their usual timetable as per standard of teaching, irrespective of group assignment. Students randomized in the trial group received an email regarding the study, with the date of an introductory meeting, conducted by BP, CM and BR, to receive further information about Chatprogress. Personal access to the platform was given that day to be used 6 weeks before the exam. Students were asked not to share their Chatprogress access, since masking of students was not feasible because of the nature of the intervention. To incite students to use the Chatbot, the five students with the most amount of finished rounds were offered movie tickets. Students initially randomly assigned to play but who were not given access to Chatprogress because absent at the introductory meeting were added to the control group. Students absent at the end-term exam were excluded from analysis.

Chatprogress

“Chatprogress” is a website that students can log into to access several chatbot games. Upon logging in, students received an introductory message to explain the trial (Fig 1A, S1 Table). Chatprogress design is similar to a streaming platform (Fig 1B). Once a game is chosen, the robot asks a series of questions to walk the student through a medical clinical case while offering multiple answers (Fig 1C). If the student picks a wrong answer, the game is over (GO for Game Over), and a message pops out with a short and funny explanation of why the answer is wrong (Fig 1D). When appropriate, this message is accompanied by a reference from the students’ pulmonology textbook [9]. Students can then go back to the game and continue from where they left off or start over. They can also play several rounds of the same game.

Fig 1. The chatbot’s presentation.

Fig 1

A. Introductory message upon logging in, translated in S1 Table. B. The series of serious games to pick from. C. An example of an interaction with the chatbot, leading to a multiple-choice question. D. An example of a question answered incorrectly, leading to a game over.

The technical aspect of the games was handled by FAST4 company (BR, AL). There were 8 games in total. The clinical cases revolved around 4 major topics in pulmonology (COPD, asthma, pulmonary embolism, and community-acquired pneumonia) for 6 of the games and 3 secondary topics (haemoptysis, pneumothorax and tuberculosis) for the remaining two. The cases were written by BP and CM using youngsters’ vocabulary to increase students’ engagement. The authors of the games were not involved in the writing of the exam questions and were blinded to the topic of the exam. The games were double-checked by the University’s teaching committee (GF, CB, NR) and were tested on 2 students of an upper grade (SA, MB) and 3 pulmonology residents (EM, EA, NDM).

Collection of information

Information regarding students’ interactions with the robot (number of games played, of games finished, of GO and of rounds played) was collected straight from the website by MEDGAME, and the students’ exam results (overall and sub-tests’ results) were obtained from Paris Descartes University at the end of the academic year. A satisfaction survey was sent out to all students in July of 2019 (S2 Table), regardless of when their PCC exam took place. The survey was only sent out once. No reminder to complete the survey was sent out and no particular strategy was implemented to encourage students to answer the questionnaire. Students had 2 months to answer the survey. The survey was built for the study, asking students 14 questions about Chatprogress. Questions revolved around students’ satisfaction of the format and the content of the games. It also interrogated the students on the way they decided to use the games and if they found them useful for their medication education. All but one question were closed questions. The last question was an open question, asking students for feedback to improve the tool.

Results were analysed by SC and CM, blinded to students’ group. The chronology of the trial is presented in S1 Fig.

Objectives and endpoints

The primary objective was to show an improvement in the grades of the pulmonology sub-test. Secondary aims were to demonstrate an increase in scores in the overall PCC test and to evaluate the correlation between access to Chatprogress and overall test score. Assiduity or participation was evaluated by the total number of games started, games finished, and rounds finished by students when students played several rounds of a single game. Finally, students’ satisfaction was assessed using a survey.

Statistical analysis

Given that the distribution of the variables was not Gaussian, differences between exam scores in Controls versus Gamers and versus Users were analysed using a Mann-Whitney U test. A significant difference was defined by a p value < 0.05. Correlation analysis between assiduity to Chatprogress and exam scores among Gamers and Users was performed using Spearman rank correlation non-parametric test

All statistical tests were performed using the Prism Software.

Ethics and participation

The CHATPROGRESS trial was designed by BP and BR and the protocol was approved by Paris Descartes University’s teaching committee (GF, CB, GM, NR); students were free to refuse to participate to the study. Consent was given orally.

Results

Study population

Between October 1st, 2018 and June 30th, 2019, all 426 fourth-year medical students at Paris Descartes University were randomized to have access or not to the chatbot. Out of the 213 students who were randomized to have access to the chatbot, 42 did not show up at the introductory meeting, therefore were refused access to Chatprogress and consequently assigned to the Control Group. The other 171 students of that group had personal access to the chatbot and were considered the “Gamers”. Out of the 171 gamers, 104 students eventually logged-in and constituted the User’s Group. The remaining 67 never logged-in and did not play a single game. We were thus left with 171 Gamers, 104 Users and 255 students in the control group. One user and 3 students in the control group did not show up to the end-of-course exam. These students were excluded from the final analysis (Fig 2).

Fig 2. The Chatprogress trial’s flow chart.

Fig 2

The baseline characteristics, in terms of sex ratio and age, did not differ between both groups.

The users ended up playing 5105 rounds. On average per user, 48.8 (± 33.9) rounds were played by each user, 6.6 (± 4.3) rounds were finished, 4.6 (± 1.9) games were finished, and each user got a GO 41.9 (± 30.6) times. Two games, games number 2 and 5, revolving around community-acquired pneumonia and COPD respectively, were never finished (Table 1).

Table 1. Data collected by MedGame on the use of the platform.

Game n° I II III IV V VI VII VIII Total
Topic Asthma CAP PE PTX COPD COPD TB/H PE
GO 581 466 1493 393 296 406 349 420 4404
W 184 0 143 117 0 95 87 75 701
Total 765 466 1636 510 296 501 436 495 5105

n° = number; GO = number of Game Overs; W = number of finished rounds; CAP = community-acquired pneumonia; PE = pulmonary embolism; PTX = pneumothorax; COPD = chronic obstructive pulmonary disease; TB = tuberculosis; H = haemoptysis.

Results of the pulmonology and the overall PCC exams

The primary outcome was assessed in the 422 students that showed up to the exam. The Gamers and Users had significantly better results in their pulmonology subtest with a mean score (± SD) of 12.7/20 ± 2.8, p = 0.0104 (Median difference of 1.2; 95% IC: 0.17 to 1.33) and 12.7/20 ± 2.7, p = 0.0365 (Median difference of 1.2; 95% IC: 0.03 to 1.42) respectively, versus the Controls: 12.0/20 ± 2.9 (Fig 3A). The same result was observed in the overall PCC exam results, Gamers and Users having significantly higher grades with a mean score (± SD) of 12.5/20 ± 1.8, p = 0.0285 (Median difference of 0.45; 95% IC: 0.425 to 0.775) and 12.62/20 ± 1.7, p = 0.0355 (Median difference of 0.46; 95% IC: 0.03 to 0.88) respectively versus vs Controls: 12.1/20 ± 1.9) (Fig 3B).

Fig 3.

Fig 3

A. Comparison of grades obtained in pulmonology. B. Comparison of average grades obtained in pooled pulmonology, cardiology and intensive care medicine (PCC).

Students’ assiduity, performance and satisfaction

We did not find a significant correlation between the pulmonology grades and the total number of games started or finished in the Users’ group. No correlation was found between the pulmonology grades and the number of times a User finished a game (i.e., number of rounds finished) either (S2 Fig).

Although not significant, the pulmonology grades of Users tested on a subject covered by Chatprogress (i.e. in the second trimester, tested on COPD and pneumothorax) revealed a trend towards a positive correlation in assiduity parameters (number of games started, finished among the 8 and numbers of times a user finished a game), as shown in Fig 4.

Fig 4. Correlations between the grades in pulmonology and students’ assiduity parameters when the exam subject was covered by Chatprogress.

Fig 4

Qualitative evaluation of students’ satisfaction was evaluated with a satisfaction survey. Twenty-seven of the 104 Users replied (26%). The results are shown in Table 2. Overall, the students seemed satisfied, from the games’ general presentation to their benefit in the students’ medical training. Game 5, one of the two games that were never finished, was the most disliked by students. The majority of the students got GOs voluntarily (70%) and played a game again even if they successfully got to the end of it (59%). Most of them considered Chatprogress useful for learning medical concepts (88.8%) or reviewing them (70%). They all (100%) considered Chatprogress as an interesting tool to have on the long run, with more games, covering more of their courses.

Table 2. Resultsμ of the students’ satisfaction survey.

A
Students’ response
Question Great (%, (n)) Good (%, (n)) Average (%, (n)) Useless/No (%, (n)) Skipped (%, (n))
What do you think of this game format? 59% (16) 33% (9) 7% (2) 0% (0) 0% (0)
Do you think the games fit with your training? 34% (9) 53% (14) 11% (3) 0% (0) 0% (0)
Did you enjoy playing the games? 40.7% (11) 55% (15) 3% (1) 0% (0) 0% (0)
B
Students’ response
Which game did you like the most? I II III IV V VI VII VIII None 5
3 0 8 1 0 0 0 1 9
C
Students’ response
Which game did you like the least? I II III IV V VI VII VIII None 7
2 0 1 0 5 0 0 0 12
D
Students’ response
Yes No
Did you make anyone else try it out? 11.1% (3) 88.8% (24) 0
Did you get GO voluntarily? 70% (19) 29%(8) 0
If you successfully made it through a game, did you ever play the game again? 59% (16) 40% (11) 0
Was this format useful for learning concepts? 88.8% (24) 11.1% (3) 0
Was this format useful for reviewing concepts? 70% (19) 29% (8) 0
Would you like to have access to such a gaming platform for all your teaching modules, with a big variety of games? 100% (27) 0% (0) 0
E
Students’ response
Games’ level of difficulty Very easy Easy Accessible Hard Very Hard 0
0% (0) 14% (4) 77% (21) 7% (2) 0% (0)
F
Students’ response
Games’ duration Too long Just right Too short 0
0% 85% (23) 15% (4)

MCQ = multiple choice questions

μ: responses to questions 2 to 14. Question 1 was an open question asking for students’ email addresses and question 15’s answers are found in S3 Table.

Discussion

Our results showed that using Chatprogress, a chatbot system, potentially improved students’ results on an academic test. The study also showed that medical students not only appreciated the chatbots but more importantly used it as a pedagogical tool. In fact, the intensity of the use of the platform shows a trend to correlate with students’ results: the more games were played or finished, and the more rounds were finished, the better the students performed on their pulmonology test when the subject was covered by Chatprogress.

Chatprogress was created to ease the process of learning, using a tool that fits right into the students’ schedules, and pockets [10]. Chatbots offer clinical scenarios of different lengths and levels, depending on how much time the student wants to allocate to the game. Games also fulfil students’ need for guidance, with step-by-step explanation, all the while still autonomizing them [11]. This is particularly helpful with medical education’s continuity in times when in-person teaching is not feasible, such as during the Covid-19 pandemic [12]. This tool can replace the often crowded and not always accessible simulation labs, and preserves the lab’s sense of active interaction rather than the passive transmission of information. In fact, a study showed that a serious game on a mannequin was not superior to when the same scenario was played out on a computer in a gaming format to train medical students on the management of a cardiac arrest [13]. Chatbots also help students work on 4 of the 6 components of medical reasoning such as information gathering, hypothesis generation or management and treatment [14]. Finally, the gaming aspect of the tool, with a reward system or a multiplayer mode, also appeals to youngsters, making the tool not only handy but also fun.

Most of the learning on the platform is done through trial and error, a well-known and efficient learning method [15]. Students feel more comfortable making mistakes and learning from them when medicine is practiced on a robot, rather than a real patient, and when these mistakes are made outside of the monitoring environment of a teaching hospital [16].

Students were found to really appreciate this mean of teaching. This was concluded not only from the answers of the survey but was also proven by the students’ voluntary GOs to receive extra explanations. This suggests that students were not merely guessing their answers but were genuinely thinking the questions through. It also justifies students’ request to add explanations even when they got a question right to make sure their clinical reasoning held up. Furthermore, part of the games’ strength relies on its ability to teach medical reasoning by repetition, a powerful learning technique [17]. This feature of the games was well utilized by students: according to the survey, 59% of students who successfully made it to the end of a game played that game again. The games were also considered of a decent level of difficulty, making Chatprogress a handy tool not only to revise concepts but also to learn them right off the bat. As the survey shows that two games could not be completed, we think that a debriefing session would allow us to understand the difficulties either inherent to the chatbot or the difficulties of medical reasoning encountered by the students and, thus, to correct them.

We made sure, to the best of our ability, to limit the cross-over between groups, by first only meeting up with the students that were randomized in the trial group. Personal identification was also distributed, limiting the access of students in the control group to the tool. We also made sure the group contamination was limited by asking the question in the survey, which pointed out that cross-over was limited among those who answered the survey. However, we cannot eliminate a non-response bias, remaining ignorant of the sharing of the platform by those who did not fill out the survey. We also cannot argue that some of the knowledge acquired by using the chatbot could have been shared between peers.

Our trial however faces an important limitation: the relatively weak adherence of students to the trial and the survey. First, a selection bias could result from students not showing up the meeting, moving them to the control group in our per-protocol analysis. Students who thus finally constituted the Gamers’ group were more likely to be more assiduous than those in the control group. Similarly, only 26% of users completed the survey. Thus, we can’t rule out that those who answered were those who were particularly fond of the concept. Likewise, grades were not statistically higher in Users when the test revolved around a subject covered by Chatprogress probably because of the small number of students of that trimester (n = 38).

An explanation to students’ weak adherence to the trial could be that, in Paris Descartes, the PCC course is taught during their first clinical year. Students during that year learn to juggle between hospital obligations, lectures, study groups and self-education. That could have hindered the introduction of yet another learning tool. Students’ poor response rate to the survey can be explained partly by the timing of when it was sent out. The email was sent at the end of the year, so 3 to 6 months after the completion of the PCC exam for two thirds of the students. It was sent out in July and students had 2 months to fill it out. It was therefore sent during the summer break, when students are usually the least responsive. This is also why a second blast, a few weeks later, was not sent, although a pre-notification or a subsequent reminder after the initial survey would have increased the response rate [18]. An incentive was also not considered, although was it was also shown to be linked to an increased response rate, with the budget entirely dedicated to the development of the chatbot and the student’s incentive to use it.

Our study was also a single centre one. It was performed on a single class with a limited number of students, targeted a single course, with a limited number of clinical scenarios, that all revolved around only one of the modules, pulmonology. Another limitation could be the use of only multiple-choice questions, which do not reflect how real-life conversations with patients are held. This is a disadvantage that our chatbot has compared to a scenario on a mannequin. We thus wish to develop games in the future with open questions. In addition, we understand that students’ ability to pass an exam is multifactorial, going from students’ schedule, to participation rate, to interest in the field or simply luck on exam day. We tried to minimize the confusion biais by performing a randomized controlled trial, with however a remaining attrition bias, that is hard to take into consideration considering the limited number of students per trimester, and evaluation bias on the evaluation of the primary outcome with students of different trimesters being evaluated on different topics.

Similarly, another miss-match with reality would be our chosen outcome, grades on a standardized test, rather than students’ performance in the hospital, the ultimate goal of medical education. However, it was shown that clinical competency assessments, such as the pulmonology test at Paris Descartes that is built around a clinical case, are strong predictors of internship performance [19]. In addition, gaging the impact of 6 weeks spent on a gaming platform on performance in a hospital, it being the result of a lengthy and meandering journey, is challenging at best.

Conclusion

In this single-centre open randomized control trial, the use of chatbot was found to significantly increase students’ average score in the specialty covered by the chatbot but also in the overall PCC exam score although No significant correlation was found between students’ assiduity to the platform and pulmonology exam results. This is to our knowledge the first randomized controlled trial to study not only students’ participation and satisfaction, but also the effect that serious games through chatbots have on their performance on exam day. Chatbots could thus be a potential tool for learning in medicine, where the evaluation of a reasoning takes on full importance.

Futures studies, should multiply the number of games and analyse chatbots’ effect on multiple courses, at all levels of medical school.

Supporting information

S1 Table. Introductory message upon logging in.

(DOCX)

S2 Table. Satisfaction survey.

(DOCX)

S3 Table. Responses to question 15 of the satisfaction survey.

(DOCX)

S1 Fig. Chronology of the CHATPROGRESS trial during the 2018–2019 school year.

6w: six weeks.

(TIF)

S2 Fig. Correlations between students’ assiduity parameters and pulmonology grades among all users, n = 103.

(TIF)

Acknowledgments

The authors would like to thank Jean François Mescoff for his enormous help in bringing this project to life.

Professor Guy Meyer passed away in December 2020. He worked with Doctor Planquette in the early stages of the Chatprogress project. On top of being a skilled clinician and researcher, he was a unique medical teacher and remained involved in Paris Descartes University for as long as his illness allowed. This manuscript is a tribute to his memory.

Data Availability

All relevant data are within the paper and its Supporting Information files.

Funding Statement

The CHATPROGRESS trial was held in partnership with “Accompagnement à la Gestion de l’Innovation pour la Réussite des étudiants – AGIR" and was funded by the 2018 academic grant “Sauver la vie” from Paris Descartes’ Foundation. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.

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Decision Letter 0

Elsayed Abdelkreem

12 Jul 2022

PONE-D-22-00159Chatbot-based serious games: a useful tool for training medical students? A randomized controlled trial.PLOS ONE

Dear Dr. Planquette,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process.

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Academic Editor

PLOS ONE

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Comments to the Author

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Reviewer #1: Yes

Reviewer #2: Partly

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2. Has the statistical analysis been performed appropriately and rigorously?

Reviewer #1: Yes

Reviewer #2: No

**********

3. Have the authors made all data underlying the findings in their manuscript fully available?

The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified.

Reviewer #1: Yes

Reviewer #2: Yes

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Reviewer #1: Yes

Reviewer #2: Yes

**********

5. Review Comments to the Author

Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters)

Reviewer #1: The authors implemented a new teaching platform related to the game-based learning method in teaching medicine which is a good tool that is of help in the engagement of the students in the learning process.

Introduction: is satisfactory

Aim of the work: The authors mentioned that their aim statement aims to evaluate the benefit of chatbots’ on students’ success rate in their end-term exams, as well as their level of satisfaction.

Methods

Study population:

They implemented their trial on two batches of students; It is better to compare the achievement of the two baches to each other and evaluate their responses separately to evaluate the program's durability on two different occasions. Moreover, It was better to implement more than one course regarding the same bach.

Chatprogess program: it is better to mention the link to the program's free trial to be tested by the readers.

The authors should include the component of the satisfaction survey in detail and mention if is it validated or not and the method of validation.

Results: are satisfactory

Discussion: satisfactory with minor comments. The authors should discuss why not all assigned students are not involved in the games and explain the cause of their withdrawal. Moreover, explain the low percentage of students who came to fill the survey

Reviewer #2: Thank you for the opportunity to review the manuscript. I found that the study is interesting. Hence, I have several comments to further improve the quality of the paper.

Introduction

1. “Developing new teaching strategies…”. I don’t think that this is the common goal as we (the educators) do not want to flood the practice with various strategies. Supposedly “developing an effective teaching strategies…”

2. “Robotized clinical vignettes…” is it using robot? There is a different between robotized and AI-computerized/AI-powered/automated, which in the case of the citation you provide, not using robot. As there are several interpretations on what robot is. For a safer term, perhaps you can use “technology-application clinical vignettes”.

3. “an intensive care unit…” use “etc.” rather than “…”

4. The introduction is insufficient. There argument provided is less robust. The authors need to include more literature and provide argument to justify the needs of the current study. Example of literature should be included:

• Chang, C.-Y., Kuo, S.-Y., & Hwang, G.-H. (2022). Chatbot-facilitated Nursing Education: Incorporating a Knowledge-Based Chatbot System into a Nursing Training Program. Educational Technology & Society, 25(1), 15–27. https://www.jstor.org/stable/48647027

• Okonkwo, C.W. & Ade-Ibijola, A. (2021). Chatbots applications in education: A systematic review, Computers and Education: Artificial Intelligence, 2, 100033. https://doi.org/10.1016/j.caeai.2021.100033

• Frangoudes et al. (2021). An Overview of the Use of Chatbots in Medical and Healthcare Education. Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, 170–184. https://doi.org/10.1007/978-3-030-77943-6_11

Methods

1. You need to explicitly mention that your study is only post-test of RCT.

2. Explanation on how the students were randomized into group needs to be moved from data analysis to study population (where you mentioned about randomization) section.

3. There is no description on the satisfaction survey. The author should explain either the survey is standardized or build by the researcher purposely for the study (if purposely build, then need to tell how it was developed; by discussion? Based on previous literature review?, and how the validity of the questionnaire is ensured), tell on how many questions available, assess on what (the domains), how to answer each question (by Likert scale, dichotomous Yes/No answer), and how long the duration required to complete the questionnaire.

4. Is there any strategy use to encourage the experiment group to utilize the chatbot? Please describe.

5. What strategy you use to ensure optimal response for your participants to answer the survey? When the survey given? Is there reminder provided? How many blasts? How long the duration given for them to complete the survey?

6. “Information regarding students’ interactions with the robot…” please change robot to chatbot or game.

7. Why you use Mann-Whitney U test instead of Independent t-test? Please provide justification to support.

8. Please refer to the CONSORT checklist when preparing for your revised manuscript to ensure the comprehensiveness of information.

Result

1. The 171 samples in the experiment group consist of only 104 using the chatbot and the remaining of 67 never use it. So, you cannot analyze the outcome using the 171. The 67 is considered as dropout and cannot be included in the final analysis. The reason is the 67 samples never access to the chatbot and considered no different than those in control group. It is either you move the 67 to control group or exclude them from the analysis. If possible, please use CONSORT flowchart for your figure 2.

2. Again, your analysis on the PCC exam results needs to consider the above point I argued.

3. The difference although significant but small. You need to conduct additional statistical analysis such as effect size and minimal detectable change/minimum clinically important analysis to support your findings.

Discussion

1. You mentioned the limitation on the low adherence, but there is no direct discussion about why there is a significant number of students never use the chatbot.

2. You mentioned the limitation on the low response rate but there is no discussion about why on the low response rate on the survey.

3. “Our results showed that using Chatprogress, a chatbot system, improved students’ results on an academic test.” I less agree with the statement as it needs to be cautiously accepted. Although significant, but the visual analysis (mean comparison) shows little difference and no significant correlation between the frequency of chatbot use with grades. I suggest changing to a more cautious tone such as “potentially improved” or “plausible in improving”.

4. More aspect on the feasibility can be discussed as the survey findings yielded several interesting issues. For example, the same game (e.g., I, III) is rated in both as like the most and least. Another example is game II and V has no participant complete rounds.

5. Another interesting aspect is high number intentionally get GO (Game Over), is it because they just want to quickly get the answer (information reading) rather than playing the game? You touched about this in brief as “learning on the platform is done through trial and error, a well-known and efficient learning method”. However, a deeper analysis is required. Is it perhaps playing game is time consuming, so they quickly want the answer? So, they can use the save time for something else? Please add more reference and argument.

6. “This suggests that students were not merely guessing their answers but were genuinely thinking the questions through”. I found this argument is weak if want to be based on high number of voluntary GO. It can be that they do not want to think at all and terminate the game to directly get answer/reasoning?

7. I am not sure if cross-over is limited. Even with 15.9% (n=27) response rate, there is an 11% answered YES that they make anyone else try the CHATPROGRESS. There is a significant non-response bias to be considered. Moreover, you cannot sure that they at least not discuss about the information with their friends (not about using the chatbot, but sharing the knowledge they gained from it).

8. “Similarly, only 13% of the Gamers completed the survey”. 13% or 15.9%? as it is contradicted between the one mentioned in the discussion and the one reported in the result.

9. You need to critically discuss that student motivation to pass exam is multifactorial, not just about using the game. Therefore, this may explain of why there is only a small difference between the experiment and control outcome. Moreover, the use of game perhaps gave an opportunity bias as the intensity is not properly controlled and similarly levelled (example, the experiment group has double the time for revision – from book and game). Biases and limitation of using RCT in medical education research need to be properly discussed.

10. If possible, include more reference and provide a deep discussion.

My condolences to your team and family of Professor Guy Meyer. I believe he will be proud with the work.

**********

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Reviewer #1: Yes: Ayman Z. Elsamanoudy

Reviewer #2: Yes: Muhammad Hibatullah Romli

**********

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PLoS One. 2023 Mar 13;18(3):e0278673. doi: 10.1371/journal.pone.0278673.r002

Author response to Decision Letter 0


23 Oct 2022

Reviewers' comments:

Reviewer #1:

The authors implemented a new teaching platform related to the game-based learning method in teaching medicine which is a good tool that is of help in the engagement of the students in the learning process.

Introduction: is satisfactory

Aim of the work: The authors mentioned that their aim statement aims to evaluate the benefit of chatbots’ on students’ success rate in their end-term exams, as well as their level of satisfaction.

Methods

Study population:

They implemented their trial on two batches of students; It is better to compare the achievement of the two baches to each other and evaluate their responses separately to evaluate the program's durability on two different occasions. Moreover, It was better to implement more than one course regarding the same bach.

� Answer

We thank the reviewer for this interesting comment. We understand that reviewer 1 would have liked to see an analysis” gamers versus controls” for each of the 3 tests, for all 3 medical specialties of the PCC course. This analysis had been done but not proposed in our results section. Gamers and Users had better results in their pulmonology subtest for each trimester, but the difference was not statically significant, whereas the difference between players and controls was significant when compared across the year. We considered that non significance for analysis by trimester was due to lack of power, and thus decided to focus on the main result for the whole study population.

We decided to limit the chatbots to pulmonology because our funding allowed for the development of 8 games, which is just enough to cover the pneumology program. Expanding the Chatprogress project by adding other courses is what we are looking forward to doing and are currently seeking funding for.

Chatprogess program: it is better to mention the link to the program's free trial to be tested by the readers.

� Answer

We thank the reviewer for his interesting comment and find his proposal relevant. Nevertheless, Chatprogress belongs to the Université de Paris Cité and cannot be made freely available for legal reasons. Moreover, chatbots are only in French for the moment.

We suggest to the readers of the article to visit the free online platform (https://www.medgame.com/) developed since by the provider FAST4 company. The games, however, are also in French.

We have therefore added the following sentences to the section “disclosure of conflict of interests”: "For more information on Chatprogress, contact the corresponding author (benjamin.planquette@aphp.fr). Free medical chatbots in French are available on the platform: https://www.medgame.com/.”

The authors should include the component of the satisfaction survey in detail and mention if is it validated or not and the method of validation.

� Answer

The satisfaction survey is detailed in the “Supplementary material” and extra information regarding the survey was added in Methods, as follows : A satisfaction survey was sent out to all students in July of 2019 (Supplementary table 2), regardless of when their PCC exam took place. The survey was only sent once, no reminder to complete the survey was sent out and no particular strategy was implemented to encourage students to answer the questionnaire. Students had 2 months to answer the survey. The survey was built for the study, asking the students 14 questions about Chatprogress. Questions revolved around students’ satisfaction of the format and the content of the games. It also interrogated the students on the way they decided to use the games and if they found them useful for their medication education. All but one question were closed questions. The last question was an open question, asking students for feedback to improve the tool.”

Results: are satisfactory

Discussion: satisfactory with minor comments. The authors should discuss why not all assigned students are not involved in the games and explain the cause of their withdrawal. Moreover, explain the low percentage of students who came to fill the survey.

� Answer

Thank you for pointing out that we indeed did not explain this. We tried to make up for it in the discussion by adding the following : “An explanation to students’ weak adherence to the trial could be that, in Paris Descartes, the PCC course is taught during their first clinical year. Students during that year learn to juggle between hospital obligations, lectures, study groups and self-education. That could have hindered the introduction of yet another learning tool. Students’ poor response rate to the survey can be explained partly by the timing of when it was sent out. The email was sent at the end of the year, so 3 to 6 months after the completion of the PCC exam for two thirds of the students. It was sent out in July and students had 2 months to fill it out. It was therefore sent during the summer break, when students are usually the least responsive. Also, no reminder was sent out after the initial email.”

Reviewer #2:

Thank you for the opportunity to review the manuscript. I found that the study is interesting. Hence, I have several comments to further improve the quality of the paper.

Introduction

1. “Developing new teaching strategies…”. I don’t think that this is the common goal as we (the educators) do not want to flood the practice with various strategies. Supposedly “developing an effective teaching strategies…”

� Answer

The introduction has been modified accordingly: “Developing an effective teaching strategy for students’ training is a common goal to many teachers,”

2. “Robotized clinical vignettes…” is it using robot? There is a different between robotized and AI-computerized/AI-powered/automated, which in the case of the citation you provide, not using robot. As there are several interpretations on what robot is. For a safer term, perhaps you can use “technology-application clinical vignettes”.

� Answer

We modified our sentence accordingly, by using the term “automated clinical vignettes ».

3. “an intensive care unit…” use “etc.” rather than “…”

� Answer

As asked by the reviewer, «… » was removed and replaced by “etc.”

4. The introduction is insufficient. There argument provided is less robust. The authors need to include more literature and provide argument to justify the needs of the current study. Example of literature should be included:

• Chang, C.-Y., Kuo, S.-Y., & Hwang, G.-H. (2022). Chatbot-facilitated Nursing Education: Incorporating a Knowledge-Based Chatbot System into a Nursing Training Program. Educational Technology & Society, 25(1), 15–27. https://www.jstor.org/stable/48647027

• Okonkwo, C.W. & Ade-Ibijola, A. (2021). Chatbots applications in education: A systematic review, Computers and Education: Artificial Intelligence, 2, 100033. https://doi.org/10.1016/j.caeai.2021.100033

• Frangoudes et al. (2021). An Overview of the Use of Chatbots in Medical and Healthcare Education. Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, 170–184. https://doi.org/10.1007/978-3-030-77943-6_11

� Answer

Thank you for the interesting comment. We have modified the introduction accordingly by adding arguments to justify the need for our study, and solidifying the arguments with the example of literature pointed out. We added the following : “A recent systematic review of the prior research related to the use of Chatbots in education was performed (5) and points out several important findings. The number of documents relating to the use of Chatbots in education exponentially increased in the recent years, reflecting the current worldwide dynamic to modernize education. The benefit of chatbots were their quick access to information and more importantly feedback, increasing students’ ability to integrate information. (…) In nursing students, a knowledge-based chatbot system was found to enhanced students’ academic performance and learning satisfaction (7). However, their impact on test-taking was not studied previously in medical students. Their efficacy was not thoroughly tested, due to probably a limited number of examples of chatbots in the European Healthcare curricula (8).”

Methods

1. You need to explicitly mention that your study is only post-test of RCT.

� Answer

We thank the reviewer for this interesting methodological comment and we included the mention by adding it in the abstract and the Methods : “We performed a single-centre open post-test randomized controlled study“.

2. Explanation on how the students were randomized into group needs to be moved from data analysis to study population (where you mentioned about randomization) section.

� Answer

All the information regarding randomization of students was moved to the « Study population » section of Methods.

3. There is no description on the satisfaction survey. The author should explain either the survey is standardized or build by the researcher purposely for the study (if purposely build, then need to tell how it was developed; by discussion? Based on previous literature review?, and how the validity of the questionnaire is ensured), tell on how many questions available, assess on what (the domains), how to answer each question (by Likert scale, dichotomous Yes/No answer), and how long the duration required to complete the questionnaire.

� Answer

The survey itself is detailed in the Supplementary Material, and further information regarding the survey is now developed in the « Collection of information » section of Methods, as follows: “The survey was only sent out once, no reminder to complete the survey was sent out and no particular strategy was implemented to encourage students to answer the questionnaire. Students had 2 months to answer the survey. The survey was built for the study, asking the students 14 questions about Chatprogress. Questions revolved around students’ satisfaction of the format and the content of the games. It also interrogated the students on the way they decided to use the games and if they found them useful for their medication education. All but one question were closed questions. The last question was an open question, asking students for feedback to improve the tool.”

4. Is there any strategy use to encourage the experiment group to utilize the chatbot? Please describe.

� Answer

Indeed, students with the most amount of finished rounds were offered movie tickets. We added that information in the methods section, as follows: “To incite students to use the Chatbot, the five students with the most amount of finished rounds were offered movie tickets”.

5. What strategy you use to ensure optimal response for your participants to answer the survey? When the survey given? Is there reminder provided? How many blasts? How long the duration given for them to complete the survey?

� Answer

Thank you again for pointing out that the paper indeed lacked information regarding the survey. We mentioned all of the missing information in the Methods section, as explained in question 3 (see above).

6. “Information regarding students’ interactions with the robot…” please change robot to chatbot or game.

� Answer

Thank you, and so we did : “Information regarding students’ interactions with the chatbot (number of games played, of games finished, of GO and of rounds played) was collected….”

7. Why you use Mann-Whitney U test instead of Independent t-test? Please provide justification to support.

� Answer

We chose this test because the distribution of the variables was not Gaussian.

We aimed at comparing two independent samples with an outcome not normally distributed, therefore a nonparametric Mann-Whitney U test was used. This information has been added in the revised manuscript as follows : “ Given that the distribution of the variables was not Gaussian, differences between exam scores in Controls versus Gamers and versus Users were analysed using a Mann-Whitney U test”

8. Please refer to the CONSORT checklist when preparing for your revised manuscript to ensure the comprehensiveness of information.

� Answer

As asked by the reviewer, the CONSORT checklist has been completed and inserted in the revised manuscript.

Result

1. The 171 samples in the experiment group consist of only 104 using the chatbot and the remaining of 67 never use it. So, you cannot analyze the outcome using the 171. The 67 is considered as dropout and cannot be included in the final analysis. The reason is the 67 samples never access to the chatbot and considered no different than those in control group. It is either you move the 67 to control group or exclude them from the analysis. If possible, please use CONSORT flowchart for your figure 2.

2. Again, your analysis on the PCC exam results needs to consider the above point I argued.

� Answer

We thank the reviewer for this relevant remark. We wondered a lot about the management of randomized students in the "assigned to play" group who had not received a login for Chatprogress because they were absent from the introductory meeting (n=42); or who had not played a single game (no connection despite a personal login, n=67). As the reviewer suggests, we considered that the 42 “assigned to play” students who had not received a login for Chatprogress should be considered no different than those in control (figure 1). Nevertheless, as for a therapeutic trial, we chose to analyze "in intention to treat" all the students who had a personal login (gamers) and to analyze in "per-protocol" all the students who had connected to the least once to play (users). The analysis with the gamers group, which shows a significant difference, seems to us to reflect a pedagogical reality insofar as the students do not all use the same tools or pedagogical resources. Indeed, a new pedagogical tool is never adopted by all students (PMID:35317712, 33795479) and, as for medical guidelines, there are several described barriers to the implementation of pedagogical tools (PMID: 36015887).

3. The difference although significant but small. You need to conduct additional statistical analysis such as effect size and minimal detectable change/minimum clinically important analysis to support your findings.

� AnswerThanks for this comment. It appears difficult to analyze the effect size and the minimum clinically important difference in the context of the study.

Nonetheless, median differences between:

- grades obtained in pulmonology for Controls and Gamers was 1.2 with a calculated Hodges-Lehman difference of 0.72 and a confidence interval of difference of 0.03 to 1.42

- average grades obtained in pooled pulmonology, cardiology and intensive care medicine for Controls and Gamers was 0.4675 with a calculated Hodges-Lehman difference of 0.4613 and a confidence interval of difference of 0.03 to 0.88

- grades obtained in pulmonology for Controls and Users was 1.2 with a calculated Hodges-Lehman difference of 0.75 and a 95% confidence interval of difference of 0.17 to 1.33

- average grades obtained in pooled pulmonology, cardiology and intensive care medicine for Controls and Users was 0.4525 with a calculated Hodges-Lehman difference of 0.41 and a 95% confidence interval of difference of 0.0425 to 0.775

95% CI data has been added in the revised manuscript.

Discussion

1. You mentioned the limitation on the low adherence, but there is no direct discussion about why there is a significant number of students never use the chatbot.

� Answer

Thank you for pointing that out, we added the following in the discussion : “An explanation to students’ weak adherence to the trial could be that, in Paris Descartes, the PCC course is taught during their first clinical year. Students during that year learn to juggle between hospital obligations, lectures, study groups and self-education. That could have hindered the introduction of yet another learning tool.”

2. You mentioned the limitation on the low response rate but there is no discussion about why on the low response rate on the survey.

Low adherence to the chatbot and the survey was indeed not explained.

� Answer

Here is what we added to try to explain students’ low response rate to the survey : “Students’ poor response rate to the survey can be explained partly by the timing of when it was sent out. The email was sent at the end of the year, so 3 to 6 months after the completion of the PCC exam for two thirds of the students. It was sent out in July and students had 2 months to fill it out. It was therefore sent during the summer break, when students are usually the least responsive. Also, no reminder was sent out after the initial email. “

3. “Our results showed that using Chatprogress, a chatbot system, improved students’ results on an academic test.” I less agree with the statement as it needs to be cautiously accepted. Although significant, but the visual analysis (mean comparison) shows little difference and no significant correlation between the frequency of chatbot use with grades. I suggest changing to a more cautious tone such as “potentially improved” or “plausible in improving”.

� Answer

We modified the first sentence of the discussion accordingly.

4. More aspect on the feasibility can be discussed as the survey findings yielded several interesting issues. For example, the same game (e.g., I, III) is rated in both as like the most and least. Another example is game II and V has no participant complete rounds.

� Answer

We thank the reviewer for this very interesting comment. Indeed, oursurvey provides food for thought to improve the usability and deployment of chatbots. Concerning games I and III rated in both as like the most and least, it seems to us that this discrepancy highlights the variability of profiles and sensitivities of medical students and may also reflect the difference in knowledge level between them. Concerning the two games that were never completed, there is no correlation with their level of difficulty (II was rated as easy by the editors, V as difficult). We believe that the pedagogical use of chatbots would justify debriefing sessions as for any medical simulation. These sessions would make it possible to identify the cause of the non-completion: poorly constructed scenario or medical reasoning defect that could be corrected and improved. We therefore added the following sentence in the discussion section: "As the survey shows that two games could not be completed, we think that a debriefing session would allow us to understand the difficulties either inherent to the chatbot or the difficulties of medical reasoning encountered by the students and, thus, to correct them”.

5. Another interesting aspect is high number intentionally get GO (Game Over), is it because they just want to quickly get the answer (information reading) rather than playing the game? You touched about this in brief as “learning on the platform is done through trial and error, a well-known and efficient learning method”. However, a deeper analysis is required. Is it perhaps playing game is time consuming, so they quickly want the answer? So, they can use the save time for something else? Please add more reference and argument.

6. “This suggests that students were not merely guessing their answers but were genuinely thinking the questions through”. I found this argument is weak if want to be based on high number of voluntary GO. It can be that they do not want to think at all and terminate the game to directly get answer/reasoning?

� Answers to questions 5 and 6

We will here be answering questions 5 and 6. First, thank you very much for the very interesting exchange, we indeed thought of the same arguments, but some elements do back up our thought process. First, 59% of students who successfully made it through a game (meaning, no GO was encountered) played that game again. Since our chatbot modulates its pedagogical comments based the students’ answers, students understood that there is more to learn from the game than just making it to the end. A lot of the learning happens by taking different pathways of answers, with GO or playing the game again (with different answers) after completion.

Also, even if we do consider that students get GO voluntarily to speed through the game, to get answers very quickly, and don’t follow the clinical reasoning step by step, 88.8% of students considered this format useful for learning concept. So even if the tool was misused, our ultimate goal is fulfilled: that platform-helped students learned something.

7. I am not sure if cross-over is limited. Even with 15.9% (n=27) response rate, there is an 11% answered YES that they make anyone else try the CHATPROGRESS. There is a significant non-response bias to be considered. Moreover, you cannot sure that they at least not discuss about the information with their friends (not about using the chatbot, but sharing the knowledge they gained from it).

� Answer

We indeed didn’t point out the remaining possibility for cross over, thank you for pointing it out. We modified the beginning of our discussion accordingly:

“We made sure, to the best of our ability, to limit the cross-over between groups, by first only meeting up with the students that were randomized in the trial group. Personal identification was also distributed, limiting the access of students in the control group to the tool. We also made sure the group contamination was limited by asking the question in the survey, which pointed out that cross-over was limited among those who answered the survey. However, we cannot eliminate a non-response bias, remaining ignorant of the sharing of the platform by those who did not fill out the survey. We also cannot argue that some of the knowledge acquired by using the chatbot could have been shared between peers.”

8. “Similarly, only 13% of the Gamers completed the survey”. 13% or 15.9%? as it is contradicted between the one mentioned in the discussion and the one reported in the result.

� Answer

Thank you for pointing out two of our mistakes. First the mismatch between the discussion and the result, that we corrected. Second, we realized that to calculate the percentage of students that answered the survey, we can only consider the ones that actually tried the game, the Users. We will thus be changing it from percentage of Gamers to percentage of Users, bringing the percentage of students that answered the survey up to 26%.

9. You need to critically discuss that student motivation to pass exam is multifactorial, not just about using the game. Therefore, this may explain of why there is only a small difference between the experiment and control outcome. Moreover, the use of game perhaps gave an opportunity bias as the intensity is not properly controlled and similarly levelled (example, the experiment group has double the time for revision – from book and game). Biases and limitation of using RCT in medical education research need to be properly discussed.

� Answer

We thank the R2 for this interesting comment. First, it is less likely for students to have double their time for revision, since those who did not have access to the chatbot could have spent that time studying from the more traditional sources. Taking into account this comment, we have added this at the end of our discussion: « In addition, we understand that students’ ability to pass an exam is multifactorial, going from students’ schedule, to participation rate, to interest in the field or simply luck on exam day. We tried to minimize the confusion biais by performing a randomized controlled trial, with however a remaining attrition bias, that is hard to take into consideration considering the limited number of students per trimester, and evaluation bias on the evaluation of the primary outcome with students of different trimesters being evaluated on different topics”.

10. If possible, include more reference and provide a deep discussion.

� Answer

Thank you very much R2 for the interesting comment, we really hope that our answers to your questions helped deepen our discussion, enrich the conversation, and solidify the essence of our paper. Indeed, a few more references need to be added to support all of the above and we did add :

1. Pavel Smutny, Petra Schreiberova, Chatbots for learning: A review of educational chatbots for the Facebook Messenger, Computers & Education, Volume 151,2020, 103862, ISSN 0360-1315,

2. Romli, M., Wan Yunus, F., Cheema, M.S. et al. A Meta-synthesis on Technology-Based Learning Among Healthcare Students in Southeast Asia. Med.Sci.Educ. 32, 657–677 (2022).

3. Effects of COVID-19 on Japanese medical students’ knowledge and attitudes toward e-learning in relation to performance on achievement tests. Sekine M, Watanabe M, Nojiri S, Suzuki T, Nishizaki Y, et al. (2022) Effects of COVID-19 on Japanese medical students’ knowledge and attitudes toward e-learning in relation to performance on achievement tests. PLOS ONE 17(3): e0265356.

My condolences to your team and family of Professor Guy Meyer. I believe he will be proud with the work.

We all thank you very much for your heartfelt condolences.

________________________________________

________________________________________

Attachment

Submitted filename: Response to Reviewers 10112022_FV.docx

Decision Letter 1

Elsayed Abdelkreem

28 Oct 2022

PONE-D-22-00159R1Chatbot-based serious games: a useful tool for training medical students? A randomized controlled trial.PLOS ONE

Dear Dr. Planquette,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it the revised version is markedly better, but some minor issues remain to be addressed. First, in abstract "The primary aim was to demonstrate an increase in..", "Secondary aims were to demonstrate an increase in scores..". Authors are encouraged to replace "demonstrate" by another term, such as evaluate or assess, and change the rest of the sentence accordingly.Second, authors are encouraged to further discuss the low response rate following reviewer's comments

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Reviewer #2: Thank you so much for addressing my comments and I found the article has been improved.

If I may suggest, perhaps in your limitation "The relatively weak adherence of students to the trial and the survey." you need to add another point where you only did sent out the survey once and no particular strategy was implemented to encourage students to answer the questionnaire, then suggest what strategy can be used to enhance response for future research. Perhaps you can write something as "We only blast the survey once without any reminder or incentive provided. Hence, at least a subsequent reminder is required after the initial survey sent or incentive provided may increase the response rate [XX]. However, due to [your reasons] abstain us from doing such strategies."

Reference: Sammut, D. R., Griscti, D. O., & Norman, P. I. J. (2021). Strategies to improve response rates to web surveys: A literature review. International Journal of Nursing Studies, 123, 104058. doi:10.1016/j.ijnurstu.2021.104058

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Reviewer #1: Yes: Ayman Zaky Elsamanoudy

Reviewer #2: Yes: Muhammad Hibatullah Romli

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PLoS One. 2023 Mar 13;18(3):e0278673. doi: 10.1371/journal.pone.0278673.r004

Author response to Decision Letter 1


19 Nov 2022

Response to Reviewers

General comments from Editor

1. In abstract "The primary aim was to demonstrate an increase in..", "Secondary aims were to demonstrate an increase in scores..". Authors are encouraged to replace "demonstrate" by another term, such as evaluate or assess, and change the rest of the sentence accordingly.

� Answer: Changes to the paper were made accordingly, by replacing “demonstrate” by “evaluate”.

2. Authors are encouraged to further discuss the low response rate following reviewer's comments

� Answer: with the help of Reviewer �2’s comment, we’ve made the necessary changes and added : “This is also why a second blast, a few weeks later, was not sent, although a pre-notification or a subsequent reminder after the initial survey would have increased the response rate (18). An incentive was also not considered, although it was also shown to be linked to an increased response rate, with the budget entirely dedicated to the development of the chatbot and the student’s incentive to use it.

Reviewers' comments:

Reviewer #2:

If I may suggest, perhaps in your limitation "The relatively weak adherence of students to the trial and the survey." you need to add another point where you only did sent out the survey once and no particular strategy was implemented to encourage students to answer the questionnaire, then suggest what strategy can be used to enhance response for future research.

Perhaps you can write something as "We only blast the survey once without any reminder or incentive provided. Hence, at least a subsequent reminder is required after the initial survey sent or incentive provided may increase the response rate [XX]. However, due to [your reasons] abstain us from doing such strategies."

Reference: Sammut, D. R., Griscti, D. O., & Norman, P. I. J. (2021). Strategies to improve response rates to web surveys: A literature review. International Journal of Nursing Studies, 123, 104058. doi:10.1016/j.ijnurstu.2021.104058

� Answer: Thank you very much for all your very interesting comments thus far. We have made the necessary changes, by adding: This is also why a second blast, a few weeks later, was not sent, although a pre-notification or a subsequent reminder after the initial survey would have increased the response rate (18). An incentive was also not considered, although it was also shown to be linked to an increased response rate, with the budget entirely dedicated to the development of the chatbot and the student’s incentive to use it.”

Attachment

Submitted filename: Response_to_Reviewers.docx

Decision Letter 2

Elsayed Abdelkreem

22 Nov 2022

Chatbot-based serious games: a useful tool for training medical students? A randomized controlled trial.

PONE-D-22-00159R2

Dear Dr. Planquette,

We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements.

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Kind regards,

Elsayed Abdelkreem, MD, PhD

Academic Editor

PLOS ONE

Additional Editor Comments (optional):

Reviewers' comments:

Acceptance letter

Elsayed Abdelkreem

1 Dec 2022

PONE-D-22-00159R2

Chatbot-based serious games: a useful tool for training medical students? A randomized controlled trial.

Dear Dr. Planquette:

I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now with our production department.

If your institution or institutions have a press office, please let them know about your upcoming paper now to help maximize its impact. If they'll be preparing press materials, please inform our press team within the next 48 hours. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information please contact onepress@plos.org.

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PLOS ONE Editorial Office Staff

on behalf of

Dr. Elsayed Abdelkreem

Academic Editor

PLOS ONE

Associated Data

    This section collects any data citations, data availability statements, or supplementary materials included in this article.

    Supplementary Materials

    S1 Table. Introductory message upon logging in.

    (DOCX)

    S2 Table. Satisfaction survey.

    (DOCX)

    S3 Table. Responses to question 15 of the satisfaction survey.

    (DOCX)

    S1 Fig. Chronology of the CHATPROGRESS trial during the 2018–2019 school year.

    6w: six weeks.

    (TIF)

    S2 Fig. Correlations between students’ assiduity parameters and pulmonology grades among all users, n = 103.

    (TIF)

    Attachment

    Submitted filename: Response to Reviewers 10112022_FV.docx

    Attachment

    Submitted filename: Response_to_Reviewers.docx

    Data Availability Statement

    All relevant data are within the paper and its Supporting Information files.


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