Literature DB >> 29573165

A rapid review of serious games: From healthcare education to dental education.

K Sipiyaruk1,2, J E Gallagher1, S Hatzipanagos3, P A Reynolds1.   

Abstract

INTRODUCTION: Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. AIMS: The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education.
METHODS: A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2).
RESULTS: Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact.
CONCLUSION: Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction.
© 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

Entities:  

Keywords:  dental education; educational games; health education; healthcare education; rapid review; serious games

Mesh:

Year:  2018        PMID: 29573165     DOI: 10.1111/eje.12338

Source DB:  PubMed          Journal:  Eur J Dent Educ        ISSN: 1396-5883            Impact factor:   2.355


  5 in total

1.  Interactive Crossword Puzzles as an Adjunct Tool in Teaching Undergraduate Dental Students.

Authors:  Abubaker Qutieshat; Nutayla Al-Harthy; Gurdeep Singh; Viresh Chopra; Rayhana Aouididi; Rayan Arfaoui; Sapna Dileesh; Ahmed Alsadoon; Omaima Al-Nadhiri; Shima Al-Busaidi; Sumaiya Al-Rashdi; Mohammad S Alrashdan
Journal:  Int J Dent       Date:  2022-05-23

2.  Development and questionnaire-based evaluation of virtual dental clinic: a serious game for training dental students.

Authors:  Ju-Hui Wu; Je-Kang Du; Chen-Yi Lee
Journal:  Med Educ Online       Date:  2021-12

Review 3.  Application of Digital Games for Speech Therapy in Children: A Systematic Review of Features and Challenges.

Authors:  Soheila Saeedi; Hamid Bouraghi; Mohammad-Sadegh Seifpanahi; Marjan Ghazisaeedi
Journal:  J Healthc Eng       Date:  2022-04-25       Impact factor: 3.822

4.  Simulation-Based Summative Assessment of Neonatal Resuscitation Providers Using the RETAIN Serious Board Game-A Pilot Study.

Authors:  Simran K Ghoman; Maria Cutumisu; Georg M Schmölzer
Journal:  Front Pediatr       Date:  2020-01-31       Impact factor: 3.418

Review 5.  Usefulness of Smartphones in Dermatology: A US-Based Review.

Authors:  Samantha Ouellette; Babar K Rao
Journal:  Int J Environ Res Public Health       Date:  2022-03-17       Impact factor: 3.390

  5 in total

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