Literature DB >> 26745561

Gamification and Multimedia for Medical Education: A Landscape Review.

Lise McCoy, Joy H Lewis, David Dalton.   

Abstract

BACKGROUND: Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms.
OBJECTIVE: To review available literature for the benefits of using gamified training platforms for medical education (both preclinical and clinical) and training. Also, to identify platforms suitable for these purposes with links to multimedia content.
METHODS: Peer-reviewed literature, commercially published media, and grey literature were searched to compile an archive of recently published scientific evaluations of gamified training platforms for medical education. Specific educational games, mobile applications, and virtual simulations useful for preclinical and clinical training were identified and categorized. Available evidence was summarized as it related to potential educational advantages of the identified platforms for medical education.
RESULTS: Overall, improved learning outcomes have been demonstrated with virtual patient simulations. Games have the potential to promote learning, increase engagement, allow for real-word application, and enhance collaboration. They can also provide opportunities for risk-free clinical decision making, distance training, learning analytics, and swift feedback. A total of 5 electronic games and 4 mobile applications were identified for preclinical training, and 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools were identified for clinical training. Nine additional gamified, virtual environment training tools not commercially available were also identified.
CONCLUSION: Many published studies suggest possible benefits from using gamified media in medical curriculum. This is a rapidly growing field. More research is required to rigorously evaluate the specific educational benefits of these interventions. This archive of hyperlinked tools can be used as a resource for all levels of medical trainees, providers, and educators.

Entities:  

Mesh:

Year:  2016        PMID: 26745561     DOI: 10.7556/jaoa.2016.003

Source DB:  PubMed          Journal:  J Am Osteopath Assoc        ISSN: 0098-6151


  31 in total

1.  Impact of Novel Active-Learning Approaches Through iBooks and Gamification in a Reformatted Pharmacy Course.

Authors:  Melanie Dicks; Frank Romanelli
Journal:  Am J Pharm Educ       Date:  2019-04       Impact factor: 2.047

2.  Educational Analytics: A New Frontier for Gamification?

Authors:  Cathy C Roche; Nancy P Wingo; Andrew O Westfall; Andres Azuero; Donald M Dempsey; James H Willig
Journal:  Comput Inform Nurs       Date:  2018-09       Impact factor: 1.985

3.  FUN AND GAMES: DESIGNING A GAMIFIED CENTRAL VENOUS CATHETERIZATION TRAINING SIMULATOR.

Authors:  Haroula M Tzamaras; Jason Martinez; Dailen C Brown; Jessica M Gonzalez-Vargas; Jason Z Moore; Scarlett R Miller
Journal:  Proc Int Symp Hum Factors Ergon Healthc       Date:  2021-11-12

4.  Application of distant live broadcast in clinical anesthesiology teaching.

Authors:  Shangping Fang; Mi Li; Cuifeng Zhang; Huixian Cheng; Kaichen Zhang; Pengju Bao; Wenjun Guo
Journal:  Am J Transl Res       Date:  2022-03-15       Impact factor: 4.060

5.  Knowledge Retention Using "Relay": A Novel Active-Learning Technique.

Authors:  Kathryn Freeman; Kathryn Brown; Laura Miller; Tanner Nissly; Jason Ricco; Amanda Weinmann
Journal:  PRiMER       Date:  2022-06-01

6.  Virtual reality in preoperative preparation of children undergoing general anesthesia: a randomized controlled study.

Authors:  Yijie Wu; Junjun Chen; WenLu Ma; Lili Guo; Huiyue Feng
Journal:  Anaesthesiologie       Date:  2022-08-01

7.  GeriKit: a novel app for comprehensive geriatric assessment.

Authors:  Ambika V Viswanathan; John A Dodson; Nina L Blachman
Journal:  Gerontol Geriatr Educ       Date:  2022-04-11

8.  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

9.  Cognitive Style and Mobile E-Learning in Emergent Otorhinolaryngology-Head and Neck Surgery Disorders for Millennial Undergraduate Medical Students: Randomized Controlled Trial.

Authors:  Li-Ang Lee; Yi-Ping Chao; Chung-Guei Huang; Ji-Tseng Fang; Shu-Ling Wang; Cheng-Keng Chuang; Chung-Jan Kang; Li-Jen Hsin; Wan-Ni Lin; Tuan-Jen Fang; Hsueh-Yu Li
Journal:  J Med Internet Res       Date:  2018-02-13       Impact factor: 5.428

10.  Tracking Active Learning in the Medical School Curriculum: A Learning-Centered Approach.

Authors:  Lise McCoy; Robin K Pettit; Charlyn Kellar; Christine Morgan
Journal:  J Med Educ Curric Dev       Date:  2018-03-22
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