2019
DOI: 10.2196/12669
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Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial

Abstract: Background Continuing medical education is important but time-consuming for general practitioners (GPs). Current learning approaches are limited and lack the ability to engage some practitioners. Serious games are new learning approaches that use video games as engaging teaching material. They have significant advantages in terms of efficiency and dissemination. Objective The aim of this study was to create a serious game and to evaluate it in terms of … Show more

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Cited by 12 publications
(10 citation statements)
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References 23 publications
(23 reference statements)
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“…The number of end users involved was reported for 9 of the 21 SGs (43%) and ranged from 12 to 36, with a median of 27 (IQR: 16) [21][22][23][24][25][26][27][28][29]. For 3/21 SGs (14%), the number of end users was defined by convenience: all readily accessible individuals were approached, and those who agreed to participate were enrolled [21,23,26].…”
Section: What Selection Criteria Were Used To Select End Users In the Development Of Sgs?mentioning
confidence: 99%
See 3 more Smart Citations
“…The number of end users involved was reported for 9 of the 21 SGs (43%) and ranged from 12 to 36, with a median of 27 (IQR: 16) [21][22][23][24][25][26][27][28][29]. For 3/21 SGs (14%), the number of end users was defined by convenience: all readily accessible individuals were approached, and those who agreed to participate were enrolled [21,23,26].…”
Section: What Selection Criteria Were Used To Select End Users In the Development Of Sgs?mentioning
confidence: 99%
“…For 3/21 SGs (14%), the number of end users was defined by convenience: all readily accessible individuals were approached, and those who agreed to participate were enrolled [21,23,26]. No justification was found for the number of end users involved in the remaining 6/21 SGs (29%) [22,24,25,[27][28][29].…”
Section: What Selection Criteria Were Used To Select End Users In the Development Of Sgs?mentioning
confidence: 99%
See 2 more Smart Citations
“…Uma das alternativas para enfrentar essa dificuldade é o emprego de instrumentos de gamificação e de jogos sérios nos processos de treinamento e desenvolvimento organizacional. Essas estratégias têm sido reconhecidas como uma contribuição para o desenvolvimento dos profissionais, particularmente no que diz respeito ao desenvolvimento de conhecimentos, habilidades e atitudes, ou seja, elementos mobilizados que compõem as competências (Allal-Chérif, Bidan & Makhlouf, 2016;El Idrissi, Chemsi, El Kababi & Radid, 2022;Gurbuz & Celik, 2022;Jaunay et al, 2019;Le Boterf, 1995;Mason & Loader, 2019;Michael & Chen, 2006;Miguel, Lage & Galindez, 2020;Ypsilanti, Vivas, Räisänen, Viitala, Ijäs & Ropes, 2014). Por isso, a gamificação e os jogos sérios têm sido considerados ferramentas relevantes para programas de treinamento e desenvolvimento, especialmente em áreas sensíveis, como a interação homem-computador (Armstrong, Landers & Collmus, 2016;Armstrong & Landers, 2018;Deterding, 2018;Landers, 2018;van Bree, 2014).…”
Section: Introductionunclassified