Literature DB >> 33128662

Gamification of health professions education: a systematic review.

A E J van Gaalen1, J Brouwer2, J Schönrock-Adema3, T Bouwkamp-Timmer3, A D C Jaarsma3, J R Georgiadis4.   

Abstract

Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student.

Entities:  

Keywords:  Computers; E-learning; Game-based learning; Gamification; Instructional methods; New technology; Serious games; Simulation

Year:  2020        PMID: 33128662     DOI: 10.1007/s10459-020-10000-3

Source DB:  PubMed          Journal:  Adv Health Sci Educ Theory Pract        ISSN: 1382-4996            Impact factor:   3.853


  26 in total

1.  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

2.  A Novel Approach for Engagement in Team Training in High-Technology Surgery: The Robotic-Assisted Surgery Olympics.

Authors:  Tara N Cohen; Jennifer T Anger; Falisha F Kanji; Jennifer Zamudio; Elise DeForest; Connor Lusk; Ray Avenido; Christine Yoshizawa; Stephanie Bartkowicz; Lynne S Nemeth; Ken Catchpole
Journal:  J Patient Saf       Date:  2022-07-07       Impact factor: 2.243

3.  Much ado about gaming: An educator's guide to serious games and gamification in medical education.

Authors:  Bjorn K Watsjold; Michael Cosimini; Paulius Mui; Teresa M Chan
Journal:  AEM Educ Train       Date:  2022-08-23

Review 4.  More than surgical tools: a systematic review of robots as didactic tools for the education of professionals in health sciences.

Authors:  Samuel Marcos-Pablos; Francisco José García-Peñalvo
Journal:  Adv Health Sci Educ Theory Pract       Date:  2022-06-30       Impact factor: 3.629

5.  Serious Games as a Method for Enhancing Learning Engagement: Student Perception on Online Higher Education During COVID-19.

Authors:  Manuel Arias-Calderón; Javiera Castro; Silvina Gayol
Journal:  Front Psychol       Date:  2022-04-27

Review 6.  Oral-Hygiene-Related Mobile Apps in the French App Stores: Assessment of Functionality and Quality.

Authors:  Florence Carrouel; Denis Bourgeois; Céline Clément; Delphine Tardivo; Prescilla Martinon; Sébastien Guiral; Romain Lan; Stéphane Viennot; Claude Dussart; Laurie Fraticelli
Journal:  Int J Environ Res Public Health       Date:  2022-06-14       Impact factor: 4.614

7.  Are you ready to play Pathology Pyramid? An exploration of an alternative method of learning through gaming in pathology resident education.

Authors:  Christopher C Attaway; Malary M Mani; Danielle Fortuna
Journal:  Acad Pathol       Date:  2022-04-18

8.  Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study.

Authors:  Guadalupe Molina-Torres; Miguel Rodriguez-Arrastia; Raquel Alarcón; Nuria Sánchez-Labraca; María Sánchez-Joya; Pablo Roman; Mar Requena
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

9.  Teaching "medical interview and physical examination" from the very beginning of medical school and using "escape rooms" during the final assessment: achievements and educational impact in Japan.

Authors:  Haruko Akatsu; Yuko Shiima; Harumi Gomi; Ahmed E Hegab; Gen Kobayashi; Toshiyuki Naka; Mieko Ogino
Journal:  BMC Med Educ       Date:  2022-01-28       Impact factor: 2.463

10.  Piloting an Innovative Concept of e-Mental Health and mHealth Workshops With Medical Students Using a Participatory Co-design Approach and App Prototyping: Case Study.

Authors:  Melina Dederichs; Felix Jan Nitsch; Jennifer Apolinário-Hagen
Journal:  JMIR Med Educ       Date:  2022-01-10
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