Literature DB >> 22961509

Systematic review of serious games for medical education and surgical skills training.

M Graafland1, J M Schraagen, M P Schijven.   

Abstract

BACKGROUND: The application of digital games for training medical professionals is on the rise. So-called 'serious' games form training tools that provide a challenging simulated environment, ideal for future surgical training. Ultimately, serious games are directed at reducing medical error and subsequent healthcare costs. The aim was to review current serious games for training medical professionals and to evaluate the validity testing of such games.
METHODS: PubMed, Embase, the Cochrane Database of Systematic Reviews, PsychInfo and CINAHL were searched using predefined inclusion criteria for available studies up to April 2012. The primary endpoint was validation according to current criteria.
RESULTS: A total of 25 articles were identified, describing a total of 30 serious games. The games were divided into two categories: those developed for specific educational purposes (17) and commercial games also useful for developing skills relevant to medical personnel (13). Pooling of data was not performed owing to the heterogeneity of study designs and serious games. Six serious games were identified that had a process of validation. Of these six, three games were developed for team training in critical care and triage, and three were commercially available games applied to train laparoscopic psychomotor skills. None of the serious games had completed a full validation process for the purpose of use.
CONCLUSION: Blended and interactive learning by means of serious games may be applied to train both technical and non-technical skills relevant to the surgical field. Games developed or used for this purpose need validation before integration into surgical teaching curricula.
Copyright © 2012 British Journal of Surgery Society Ltd. Published by John Wiley & Sons, Ltd.

Entities:  

Mesh:

Year:  2012        PMID: 22961509     DOI: 10.1002/bjs.8819

Source DB:  PubMed          Journal:  Br J Surg        ISSN: 0007-1323            Impact factor:   6.939


  73 in total

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Review 2.  Educational Games as a Teaching Tool in Pharmacy Curriculum.

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5.  A serious game can be a valid method to train clinical decision-making in surgery.

Authors:  Maurits Graafland; Maarten F Vollebergh; Sjoerd M Lagarde; M van Haperen; Willem A Bemelman; Marlies P Schijven
Journal:  World J Surg       Date:  2014-12       Impact factor: 3.352

6.  A serious game skills competition increases voluntary usage and proficiency of a virtual reality laparoscopic simulator during first-year surgical residents' simulation curriculum.

Authors:  Mostafa El-Beheiry; Greig McCreery; Christopher M Schlachta
Journal:  Surg Endosc       Date:  2016-08-29       Impact factor: 4.584

7.  Saving robots improves laparoscopic performance: transfer of skills from a serious game to a virtual reality simulator.

Authors:  Wouter M IJgosse; Harry van Goor; Jan-Maarten Luursema
Journal:  Surg Endosc       Date:  2018-01-18       Impact factor: 4.584

8.  Prospective cohort study on surgeons' response to equipment failure in the laparoscopic environment.

Authors:  Maurits Graafland; Willem A Bemelman; Marlies P Schijven
Journal:  Surg Endosc       Date:  2014-04-26       Impact factor: 4.584

9.  Evaluating Motivation for the Use of an Electronic Health Record Simulation Game.

Authors:  Alexander McLeod; Barbara Hewitt; David Gibbs; Caitlin Kristof
Journal:  Perspect Health Inf Manag       Date:  2017-04-01

10.  OB CITY-Definition of a Family-Based Intervention for Childhood Obesity Supported by Information and Communication Technologies.

Authors:  Ruofei Hu; Jorge Cancela; Maria Teresa Arredondo Waldmeyer; Gloria Cea; Elpis-Athina Vlachopapadopoulou; Dimitrios I Fotiadis; Giuseppe Fico
Journal:  IEEE J Transl Eng Health Med       Date:  2016-02-15       Impact factor: 3.316

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