2009
DOI: 10.1111/j.1365-2648.2008.04843.x
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Educational gaming in the health sciences: systematic review

Abstract: While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.

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Cited by 150 publications
(142 citation statements)
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References 25 publications
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“…A systematic review by Blakely et al (2009) stands out, as they performed the analysis of the research on using educational games in health sciences in the period 1980-2008. Having identified 1,829 papers, they presented a detailed analysis of the 16 selected papers that met the selection criteria.…”
Section: Discussionmentioning
confidence: 99%
“…A systematic review by Blakely et al (2009) stands out, as they performed the analysis of the research on using educational games in health sciences in the period 1980-2008. Having identified 1,829 papers, they presented a detailed analysis of the 16 selected papers that met the selection criteria.…”
Section: Discussionmentioning
confidence: 99%
“…The utility of games as a valuable teaching and learning resource is well accepted within the wider educational literature (Bochennek et al, 2007, Blakely et al, 2009& Gibson & Douglas 2013) and seemingly adult learners prefer education that is relevant and reflects practice (Foord, 2009). …”
Section: Initial Evaluationmentioning
confidence: 99%
“…The game 'health cliché bingo ' (CLINGO) was developed by the authors following a research project 'Does the practice of care planning live up to the theory for mental health student nurses?' (Rylance & Grahame, 2014) and in response to professional and legislative requirements (NMC, 2010& DH, 2008 (Blakely et al, 2009& Gibson & Douglas 2013.…”
mentioning
confidence: 99%
“…Serious games have been used for educating and training healthcare students and professionals, and it can be claimed they have positive effects on knowledge or skill improvement (Blakely et al 2009;Akl et al 2010;Graafland et al 2012;Akl et al 2013;Wang et al 2016). In addition, serious games can provide opportunities for healthcare students to practice in safe environments (Blakely et al 2009).…”
Section: Introductionmentioning
confidence: 99%
“…In addition, serious games can provide opportunities for healthcare students to practice in safe environments (Blakely et al 2009). Furthermore, Kron et al (2010) and Lynch-Sauer et al (2011) found that medical and nursing students respectively had positive attitudes towards computer games.…”
Section: Introductionmentioning
confidence: 99%