2013
DOI: 10.2196/jmir.2055
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Human Computation as a New Method for Evidence-Based Knowledge Transfer in Web-Based Guideline Development Groups: Proof of Concept Randomized Controlled Trial

Abstract: BackgroundGuideline developers use different consensus methods to develop evidence-based clinical practice guidelines. Previous research suggests that existing guideline development techniques are subject to methodological problems and are logistically demanding. Guideline developers welcome new methods that facilitate a methodologically sound decision-making process. Systems that aggregate knowledge while participants play a game are one class of human computation applications. Researchers have already proven… Show more

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Cited by 4 publications
(2 citation statements)
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References 25 publications
(26 reference statements)
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“…Since the 1940s, when Reginald Revans (1980) developed formal assumptions and laid the foundations for the so-called action learning, games paved their way as full-fledged education tools through games and simulations used in business schools and in professional development of large organisations employees, up to current numerous examples of traditional and electronic games used in schools and universities. It is difficult to unequivocally determine a moment in time when games were accepted by practitioners; but with their dissemination ever more terms describing games used in nonentertainment contexts surfaced: serious games (Kleitmann, Narciss, 2019), edutainment (Rattakom, Sanit, Ladawan, 2019), human-based computation games (Heselmans et al, 2013) or games with a purpose (Amiri-Chimeh et al, 2018). Games have found their place and stayed for good in training and recruitment (Raybourn, 2007), personal development (Kai et al, 2020), marketing (Arora, Saxena, 2015), or risk analysis (Wang, Neil, Fenton, 2020).…”
Section: Games and Their Potentialmentioning
confidence: 99%
“…Since the 1940s, when Reginald Revans (1980) developed formal assumptions and laid the foundations for the so-called action learning, games paved their way as full-fledged education tools through games and simulations used in business schools and in professional development of large organisations employees, up to current numerous examples of traditional and electronic games used in schools and universities. It is difficult to unequivocally determine a moment in time when games were accepted by practitioners; but with their dissemination ever more terms describing games used in nonentertainment contexts surfaced: serious games (Kleitmann, Narciss, 2019), edutainment (Rattakom, Sanit, Ladawan, 2019), human-based computation games (Heselmans et al, 2013) or games with a purpose (Amiri-Chimeh et al, 2018). Games have found their place and stayed for good in training and recruitment (Raybourn, 2007), personal development (Kai et al, 2020), marketing (Arora, Saxena, 2015), or risk analysis (Wang, Neil, Fenton, 2020).…”
Section: Games and Their Potentialmentioning
confidence: 99%
“…34,35 Interventions that have been effective in dealing with barriers related to clinical practice are educational interventions (academic detailing, educational outreach visits, audit and feed-back) and clinical decision support systems (CDSS). [36][37][38] Mobile phones are recognized as a viable platform for improving health care delivery in lowresource settings in developed countries. 20,39 With the rapid uptake and use of smartphone technology, there has been a surge in the development of mobile applications (apps) for health.…”
Section: Accepted Manuscriptmentioning
confidence: 99%