| Literature DB >> 29549206 |
Marc-André Maheu-Cadotte1,2,3, Sylvie Cossette1, Véronique Dubé1,2, Guillaume Fontaine1,2, Tanya Mailhot1,4, Patrick Lavoie5, Alexis Cournoyer1,6,7, Fabio Balli8, Gabrielle Mathieu-Dupuis9.
Abstract
INTRODUCTION: Serious games (SGs) are interactive and entertaining digital software with an educational purpose. They engage the learner by proposing challenges and through various design elements (DEs; eg, points, difficulty adaptation, story). Recent reviews suggest the effectiveness of SGs in healthcare professionals' and students' education is mixed. This could be explained by the variability in their DEs, which has been shown to be highly variable across studies. The aim of this systematic review is to identify, appraise and synthesise the best available evidence regarding the effectiveness of SGs and the impact of DEs on engagement and educational outcomes of healthcare professionals and students. METHODS AND ANALYSIS: A systematic search of the literature will be conducted using a combination of medical subject headings terms and keywords in Cumulative Index of Nursing and Allied Health, Embase, Education Resources Information Center, PsycInFO, PubMed and Web of Science. Studies assessing SGs on engagement and educational outcomes will be included. Two independent reviewers will conduct the screening as well as the data extraction process. The risk of bias of included studies will also be assessed by two reviewers using the Effective Practice and Organisation of Care criteria. Data regarding DEs in SGs will first be synthesised qualitatively. A meta-analysis will then be performed, if the data allow it. Finally, the quality of the evidence regarding the effectiveness of SGs on each outcome will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach. ETHICS AND DISSEMINATION: As this systematic review only uses already collected data, no Institutional Review Board approval is required. Its results will be submitted in a peer-reviewed journal by the end of 2018. PROSPERO REGISTRATION NUMBER: CRD42017077424. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.Entities:
Keywords: Health Informatics; Information Technology
Mesh:
Year: 2018 PMID: 29549206 PMCID: PMC5857654 DOI: 10.1136/bmjopen-2017-019871
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Design elements in serious games to be assessed
| Avatars | The learner chooses or creates a graphical representation of himself in the serious game. |
| Badges for achievement | A visual representation that serves as a symbol for the learner’s achievements |
| Content unlocking | Access to new aspects of the serious game (eg, higher levels) when certain tasks have been accomplished |
| Difficulty adaptation | Levels of difficulty of the challenges can be adjusted by the learner (eg, easy, medium and hard) or automatically adjusted to the learner’s performance. |
| Hints | A suggestion or an indication given by the serious game to help the learner achieve a challenge. A learner may choose to receive a hint or the serious game can give hints based on his performance. |
| Leaderboard | A table or a graph that ranks the learners according to their success based on specific criteria |
| Performance tables or graphs | A table or a graph that provides information to the learner about the progression of his performance over time |
| Plot | A narrative discourse that serves to organise the events of a story in a logical or temporal order |
| Points | Points are awarded or subtracted depending on the learner’s performance and serve to numerically represent the progression. Points can therefore serve as a reward and as an immediate feedback tool. |
| Teams | Learners who work together to achieve a common goal. Teams will be broadly regarded here to encompass either cooperative or versus playing. |
| Time pressure | A time limit that is allowed for the learner to achieve a specific challenge. A time limit can be illustrated by a countdown timer that indicates to the learner the time remaining. |
| Virtual goods | Game assets that have a certain in-game value. Virtual goods can sometimes be bought or exchanged using real-world currency. |