2023
DOI: 10.3389/fpubh.2023.1113682
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Game-based learning in medical education

Abstract: At present, medical education is rapidly evolving. Game-based learning (GBL) has been gradually used for education, and several innovations have emerged. The emergence of serious games and gamification provides alternative approaches for educators to improve the medical teaching process. Both serious games and gamification exert their education-promoting function by providing the possibility of combining learning activities such as feedback, testing, and spaced repetition with active participation and autonomy… Show more

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Cited by 26 publications
(19 citation statements)
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“…Gamification learning has been introduced into medical education for years and includes both board games and tabletop exercises. It is usually described as a problem‐based, student‐centred learning method by which participants learn to actively solve problems, and it can include both lectures and tests (Nakada, 2017; Xu et al, 2023; Zohari et al, 2023). Although the impact of gamification learning on students' performance is controversial, most studies affirm its benefits in increasing learning enthusiasm (Nakada, 2017; Xu et al, 2023; Zohari et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…Gamification learning has been introduced into medical education for years and includes both board games and tabletop exercises. It is usually described as a problem‐based, student‐centred learning method by which participants learn to actively solve problems, and it can include both lectures and tests (Nakada, 2017; Xu et al, 2023; Zohari et al, 2023). Although the impact of gamification learning on students' performance is controversial, most studies affirm its benefits in increasing learning enthusiasm (Nakada, 2017; Xu et al, 2023; Zohari et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…These results align with previous research indicating that hands-on, interactive learning methods are more effective than traditional lecture-style formats. [7][8][9][10][11][12][13]31 The success of this workshop is likely related to the many novel learning techniques incorporated into the learning process including peer-to-peer learning, simulation-based learning, and gami ed-learning.…”
Section: Discussionmentioning
confidence: 99%
“…Gami ed learning platforms include but are not limited to: simulation-based learning experiences with virtual patient encounters, mobile medical apps and electronic video games. 12 The studied advantages of gami ed learning are still emerging, with bene ts including include increased engagement of students and enjoyment of learning activities. 13 Since the 2001 report "Crossing the Quality Chasm: A New Healthcare System for the 21 st Century", medical education has evolved to encompass increasing interdisciplinary topics, and expand beyond the "siloed" approach of the 20 th century.…”
Section: Introductionmentioning
confidence: 99%
“…These results are important as positive experiences derived from playing games have good effects on learning outcomes. In addition, game-based learning activities must be designed to promote positive and immersive experiences to bring about improvement in learning outcomes, 32 although the effects of immersion and positive experience toward science learning outcomes are not straightforward and are complicated. 33 It is also noteworthy that students, in terms of engagement, reported the lowest in terms of tiredness.…”
Section: Student's Game Experiencementioning
confidence: 99%