Serious Gaming and Gamification Education in Health Professions: Systematic Review
University of East Anglia · Imperial College London · +8 more institutions
Abstract
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.
The aim of this systematic review was to evaluate the effectiveness of serious gaming/gamification for health professions education compared with traditional learning, other types of digital education, or other serious gaming/gamification interventions in terms of patient outcomes, knowledge, skills, professional attitudes, and satisfaction (primary outcomes) as well as economic outcomes of education and adverse events (secondary outcomes).
Citation impact
- FWCI
- 83.79
- Percentile
- 100%
- References
- 51
Authors
11Topics & keywords
- PsycINFO
- Psychological intervention
- MEDLINE
- Randomized controlled trial
- Medicine
- Cochrane Library
- Meta-analysis
- Health care
- Quality Education