| Literature DB >> 30920375 |
Sarah Victoria Gentry1,2, Andrea Gauthier3, Beatrice L'Estrade Ehrstrom4, David Wortley5, Anneliese Lilienthal4, Lorainne Tudor Car6, Shoko Dauwels-Okutsu7, Charoula K Nikolaou8, Nabil Zary4,9,10, James Campbell11, Josip Car7.
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.Entities:
Keywords: education, professional; review; video games
Mesh:
Year: 2019 PMID: 30920375 PMCID: PMC6458534 DOI: 10.2196/12994
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Summary of findings for serious gaming versus traditional learning. Patient or population: various health professionals, settings: high- and middle-income countries, intervention: serious gaming and gamification, comparison: traditional learning.
| Outcomes | Number of participants | Quality of evidence | Comments |
| Knowledge (measures include multiple-choice questions, clinical scenario–based questions, and self-assessment; follow-up mostly immediately after the intervention, longest follow-up of 52 weeks) | 769 (7) | Lowb,c,d | All the individually played games with an objective assessment of knowledge suggested serious gaming/gamification was superior to traditional learning. Four RCTse and one cRCTf reported higher postintervention knowledge scores between the serious gaming and control groups, with moderate-to-large effect sizes, although the result for the cRCT may not have been statistically significantg. An RCT of a serious gaming intervention reported no difference between groups. A cRCT assessing perceived knowledge reported no difference between groups. |
| Skills (measures include performance metrics on a simulator, practical examinations, OSCEsh and self-evaluation; most studies followed up until immediately after the intervention only) | 1195 (14) | Low | Six RCTs reported higher postintervention skill scores on all measures of skills employed in that study in the serious gaming group, with small-to-large effect sizes. A further cRCT suggested higher skill scores of small magnitude but may not have been statistically significantg. Three RCTs measured skill outcomes using multiple measures (and no summary measure) and reported higher postintervention scores for some of these measures and no difference for others. Two RCTs and one cRCT reported no difference in postintervention skill scores between groups. One cRCT suggested serious gaming may be inferior to traditional learning, but this result may not have been statistically significantg. |
| Attitudes (measured with participant-completed rating scales; follow-up immediately after the test) | 369 (3) | Very lowb,c,i,j | One RCT reported higher postintervention attitude scores in the serious gaming group (small effect size) and one RCT reported no difference between groups. One reported higher scores in the intervention groups, but this result may not have been statistically significantg. |
| Satisfaction (3 questions on attitudes toward learning experience measured on a 4-point Likert scale; follow-up immediately after the intervention) | 144 (1) | Low | One study reported higher postintervention satisfaction scores in the serious gaming group compared with the control. |
aGRADE: Grading of Recommendations, Assessment, Development and Evaluations.
bRated down one level for study limitations: The risk of bias was unclear for multiple domains.
cRated down one level for imprecision: All included studies assessing this comparison and outcome had fewer than 400 participants.
dLow quality (+ + – –): Further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate.
eRCT: randomized controlled trial.
fcRCT: cluster randomized controlled trial.
gNone of the 3 included cRCTs accounted for clustering in their analyses. They were therefore reanalyzed using the number of clusters as the sample sizes and were likely significantly underpowered.
hOSCE: objective structured clinical examination.
iRated down one level for inconsistency: There was considerable heterogeneity in the results without a clear explanation.
jVery low quality (+ – – –): We are uncertain about the estimate.
Summary of findings for serious gaming versus other modalities of digital education. Patient or population: health professionals in education, settings: high-income countries, intervention: serious gaming and gamification, comparison: other modalities of digital education.
| Outcomes | Number of participants | Quality of evidence | Comments |
| Patient outcomes (blood pressure) | 111 (1) | Lowb,c,d | One study reported better scores for blood pressure in some subgroups. Effect sizes could not be estimated due to missing data. |
| Knowledge (measures include multiple-choice questions and clinical scenario–based questions; follow-up mostly immediately after the intervention) | 403 (5) | Low | One study reported higher scores in the serious gaming group with a large magnitude of effect. Four studies reported no difference. |
| Skills (measures include performance metrics on a simulator, practical examinations, OSCEse, and self-evaluation; most studies followed up until immediately after the intervention only) | 290 (5) | Low | One study reported superior scores in the virtual reality control group compared with the serious gaming intervention group. Two studies reported no difference. Two studies reported insufficient data for calculation of effect sizes. |
| Attitudes (measured with participant-completed rating scales; follow-up immediately after the test) | 66 (1) | Low | One study reported no difference in postintervention attitudes scores between groups. |
| Satisfaction (measured with participant-completed rating scales; follow-up immediately after the test) | 245 (3) | Low | Three studies reported higher satisfaction scores in the serious gaming group than groups of other modalities of digital education. |
aGRADE: Grading of Recommendations, Assessment, Development, and Evaluations.
bRated down one level for imprecision: All included studies assessing this comparison and outcome had fewer than 400 participants.
cRated down one level for inconsistency: There was considerable heterogeneity in the results without a clear explanation.
dLow quality: Further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate.
eOSCE: objective structured clinical examination.
Figure 1PRISMA flow chart. PRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses; RCT: randomized controlled trial.
Study designs and populations of the included studies comparing serious gaming/gamification and traditional learning.
| Study | Study type | Population (n) | Country | Field of study |
| Adams et al 2012 [ | RCTa | Surgical residents (31) | United States | General surgery |
| Boada et al 2015 [ | RCT | Nursing students (109) | Spain | Cardiopulmonary resuscitation skills |
| Boeker et al 2013 [ | RCT | Medical students (145) | Germany | Urology |
| Cook 2012 et al [ | RCT | Nursing students (34) | United Kingdom | Intermediate life support |
| De Araujo et al 2016 [ | RCT | Medical students (20) | Brazil | Surgical skills |
| Del Blanco et al 2017 [ | RCT | Nursing and medical students (132) | Spain | Preparation for going into the operating theatre |
| Diehl et al 2017 [ | RCT | Primary care physician (134) | Brazil | Insulin management in primary care |
| Foss et al 2014 [ | RCT | Nursing students (201) | Norway | Medication calculation |
| Giannotti et al 2013 [ | RCT | Surgical residents (42) | Italy | Surgical skills |
| Graafland et al 2017 [ | RCT | Surgical residents (31) | Netherlands | Minimally invasive surgery |
| Hannig et al 2013 [ | RCT | Dental students (55) | Germany | Alginate mixing skills |
| Katz et al 2017 [ | RCT | Anesthesiology residents (44) | United States | Liver transplant anesthesiology |
| Knight et al 2010 [ | cRCTb | Health professionals on a Major Incident Management Course (91, 2 clusters) | United Kingdom | Major incident management and support |
| Lagro et al 2014 [ | cRCT | Medical students (145, 5 clusters) | Netherlands | Geriatrics |
| LeFlore et al 2012 [ | RCT | Nursing students (106) | United States | Pediatric respiratory disease |
| Li et al 2015 [ | RCT | Medical students (97) | China/Taiwan | Cardiopulmonary resuscitation |
| Plerhoples et al 2011 [ | RCT | Surgical residents (40) | United States | Surgical skills |
| Rondon et al 2013 [ | RCT | Speech-language and hearing science students (29) | Brazil | Anatomy and physiology |
| Tan et al 2016 [ | cRCT | Nursing students (103, 7 clusters) | Singapore | Blood transfusion administration |
aRCT: randomized controlled trial.
bcRCT: cluster randomized controlled trial.
Study designs and populations of included studies comparing serious gaming/gamification and another type of serious gaming/gamification intervention.
| Study | Study type | Population | Country | Field of study |
| Adams et al 2012 [ | RCTa | Surgical residents (31) | United States | General surgery |
| De Araujo et al 2016 [ | RCT | Medical students (20) | Brazil | Surgical skills |
| Hedman et al 2013 [ | RCT | Medical students (30) | Sweden | Surgical skills |
| Ju et al 2011 [ | RCT | Medical students, residents and attendings (42) | United States | Surgical skills |
| Kerfoot et al 2012 [ | RCT | Urologists (1470) | United States (participants recruited online from 63 countries) | Urology guideline knowledge |
| Kolga et al 2008 [ | RCT | Medical students (22) | Sweden | Surgical skills |
aRCT: randomized controlled trial.
Characteristics of included interventions in studies comparing serious gaming/gamification and traditional learning.
| Study | Intervention type | Intervention duration | Intervention frequency | Intervention intensity | Control |
| Adams et al 2012 [ | First-person shooter, commercial-off the-shelf intervention | 6 weeks | Weekly | Mean of 5.7 (SD 1.3) hours | Box trainer |
| Boada et al 2015 [ | Life support–simulation activities | Access for 1 week | —a | All did >50% of the tasks | Usual education |
| Boeker et al 2013 [ | Electronic adventure game “Uro-Island” | Access for 1 week | — | — | Written script |
| Cook et al 2012 [ | Platform for undergraduate life support education game | 2 weeks | — | Unlimited access | Usual learning |
| De Araujo et al 2016 [ | Surgical commercial-off-the shelf intervention (SurgG) | Access for 3 weeks | — | Mean of 647 minutes per week | Usual learning (ContG) |
| Del Blanco et al 2017 [ | Videogaming intervention | Access for 1 day | Once | Variable | Usual learning |
| Diehl et al 2017 [ | “InsuOnline” game | Access for 21 days | — | Mean of 4 hours | Onsite learning activity |
| Foss et al 2014 [ | “The Medication Game” online training | Access for 4.5 weeks | — | — | Standard education |
| Giannotti et al 2013 [ | Nintendo Wii training | 4 weeks | 5 days per week | 60 minutes | Usual training |
| Graafland et al 2017 [ | Game enhanced curriculum (Dr Game, Surgeon Trouble) | — | Two sessions | 30 minutes | Usual training |
| Hannig et al 2013 [ | Skills-O-Mat interactive game | 60 minutes | Once | — | Teacher-catered workshop |
| Katz et al 2017 [ | “OCT trainer” game where players work through the steps in liver transplant anesthesiology | 30 days | 81% self- reported playing 1-3 times per week | — | Usual training |
| Knight et al 2010 [ | “Triage Trainer” computer game | 60 minutes | Once | — | Card-sorting exercise |
| Lagro et al 2014 [ | Geriatrics game in which players must balance patient-oriented goals and preferences, appropriateness of medical care, and costs | 60-90 minutes | Once | — | Standard educational activity |
| LeFlore et al 2012 [ | “Virtual Patient Trainer” game | 2-3 hours | Once | — | Traditional lecture |
| Li et al 2015 [ | 3D cardiopulmonary resuscitation game | 3 months (with 2-week extension possible) | — | — | Reminders to refresh their skills sent frequently |
| Plerhoples et al 2011 [ | Commercial off-the-shelf intervention | 10 minutes | Once | — | Standard educational activity |
| Rondon et al 2013 [ | Computer game-based learning played as a group on a projector | 9 weeks | Once per week | 1 hour | Short scientific texts |
| Tan et al 2016 [ | Videogame simulating blood transfusion–administration challenges and minigames | 30 minutes | Once | — | Usual education |
aNot available.
Characteristics of included interventions in studies comparing serious gaming/gamification and another type of serious gaming/gamification intervention.
| Study | Intervention type | Intervention duration | Intervention frequency | Intervention intensity | Control |
| Adams et al 2012 [ | FPSa COTSb intervention | 6 weeks | Weekly | Mean of 5.7 (SD 1.3) hours | Non-FPS COTS intervention |
| De Araujo et al 2016 [ | Surgical COTS intervention (SurgG) | Access for 3 weeks | —c | Mean of 647 minutes per week | Usual learning (ContG), FPS COTS (ShotG), Racing COTS (RaceG) interventions |
| Hedman et al 2013 [ | Systematic video game training with FPS COTS intervention | 5 weeks | 5 days per week | 30-60 minutes | Non-FPS COTS intervention |
| Ju 2011 et al [ | Wii COTS intervention | 30 minutes | Once | — | Play Station 2 COTS intervention |
| Kerfoot et al 2012 [ | Online spaced-education game - 4 questions every 4 days | 8-42 days | — | — | Spaced-education game – 2 questions every 2 days |
| Kolga et al 2008 [ | FPS COTS intervention | 5 weeks | 5 days per week | 30 minutes | 2D non-FPS COTS intervention |
aFPS: first-person shooter.
bCOTS: commercial off the shelf.
cNot available.
Figure 2Risk-of-bias graph.
Figure 3Risk-of-bias summary.
Figure 4Forest plot for knowledge outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.
Figure 5Forest plot for skills outcomes. IV: inverse variance. SG: serious games; DHE: digital health education.
Figure 6Forest plot for attitudes outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.
Study designs and populations of the included studies comparing serious gaming/gamification and other digital education interventions.
| Study | Study type | Population (n) | Country | Field of study |
| Amer et al 2011 [ | RCTa | Dental students (80) | United States | Operative dentistry |
| Chien et al 2013 [ | RCT | Medical students (14) | United States | Laparoscopic surgical tasks |
| Dankbaar et al 2016 [ | RCT | Medical students (79) | Netherlands | Approach to acutely unwell patients |
| Dankbaar et al 2017 [ | RCT | Medical students (66) | Netherlands | Patient safety and stress management |
| Gauthier et al 2015 [ | RCT | Medical students (44) | Canada | Vascular anatomy |
| Kerfoot et al 2014 [ | RCT | Primary care physician (111) | United States | Management of blood pressure in primary care |
| Sward et al 2008 [ | RCT | Medical students (100) | United States | Pediatrics |
aRCT: randomized controlled trial.
Characteristics of included interventions in studies comparing serious gaming/gamification and other digital education interventions.
| Study | Intervention type | Intervention duration | Intervention frequency | Intervention intensity | Control |
| Amer et al 2011 [ | Interactive dental videogame | Up to 20 minutes | Once | —a | 3-minute video on resin bonding |
| Chien et al 2013 [ | 3D tennis game | 40 minutes | Once | — | Virtual simulator training platform |
| Dankbaar et al 2016 [ | Computer-based simulation game “abcdeSIM” | Access for 4 weeks | — | Estimated to take 2-4 hours to complete; mean logged game time 90 (SD 49) minutes | Electronic module |
| Dankbaar et al 2017 [ | “Air-Medic Sky-1” game | 1 week | — | 3-4 hours | Digital education module |
| Gauthier et al 2015 [ | “Vascular Invaders” game | Access for 35 days | — | — | Vascular anatomy study aid (online) |
| Kerfoot et al 2014 [ | Online spaced-education game (question emailed every 3 days; resent 12 or 24 days later if answered incorrectly or correctly, respectively; retired after answered correctly on >two consecutive attempts) | Access for 52 weeks | — | Mean of 38 (SD 7) weeks to complete the cycle of questions | Online posting |
| Sward et al 2008 [ | Web-based pediatric board game | 4 weeks | One per week | 1 hour | Self-study Web flash cards |
aNot available.