2019
DOI: 10.2196/12994
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Serious Gaming and Gamification Education in Health Professions: Systematic Review

Abstract: Background There is a worldwide shortage of health workers, and this issue requires innovative education solutions. Serious gaming and gamification education have the potential to provide a quality, cost-effective, novel approach that is flexible, portable, and enjoyable and allow interaction with tutors and peers. Objective The aim of this systematic review was to evaluate the effectiveness of serious gaming/gamification for health professions education compared with t… Show more

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Cited by 368 publications
(282 citation statements)
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“…Other studies have compared the efficacy of different educational methods but in other healthcare domains (such as trauma, urology, surgery, pharmacy) and have also provided conflicting results for learning [15,18,44,45]. In a recent systematic review, serious games used in health professions seem at least effective as a learning control method and may be more effective in improving knowledge and skills [13]. One major limitation of this review was the high level of heterogeneity.…”
Section: Discussionmentioning
confidence: 96%
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“…Other studies have compared the efficacy of different educational methods but in other healthcare domains (such as trauma, urology, surgery, pharmacy) and have also provided conflicting results for learning [15,18,44,45]. In a recent systematic review, serious games used in health professions seem at least effective as a learning control method and may be more effective in improving knowledge and skills [13]. One major limitation of this review was the high level of heterogeneity.…”
Section: Discussionmentioning
confidence: 96%
“…One major limitation of this review was the high level of heterogeneity. The existing studies were difficult to compare and generalizability difficult to reach due to the differences in the populations studied, the variety of the serious game assessment methods, the game designs, and the pedagogical objectives [10][11][12][13][14]. The definition itself of a serious game is sometimes ambiguous between e-learning, virtual patient and serious game [46].…”
Section: Discussionmentioning
confidence: 99%
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