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Serious Gaming and Gamification Education in Health Professions: Systematic Review

Journal of Medical Internet Research · 2019 · Vol. 21(3) · pp. e12994–e12994
Sarah GentryA. GauthierBeatrice L’Estrade EhrstromDavid WortleyAnneliese LilienthalLorainne Tudor CarShoko Dauwels-OkutsuCharoula Konstantia NikolaouNabil ZaryJames CampbellJosip Car

Abstract

Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.

Educational Games and GamificationHealth Education and ValidationInnovative Teaching MethodsPsycINFOPsychological interventionMEDLINERandomized controlled trialMedicineCochrane LibraryMeta-analysisHealth carePatient educationMedical education

MeSH terms

FemaleHealth OccupationsHumansMaleVideo GamesQualitative Research

Funding

  • World Health Organization
  • Université de Lille
  • Nanyang Technological University
  • Karolinska Institutet
  • Lee Kong Chian School of Medicine, Nanyang Technological University
Citations
601
FWCI
84.03
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51
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