Evidence map›Paper›PMID 30920375›Full record

SynthesisJournal of medical Internet research2019

Serious Gaming and Gamification Education in Health Professions: Systematic Review.

Sarah Victoria Gentry, Andrea Gauthier, Beatrice L'Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell and 1 more

3 registry-linked trialsAbstract readSystematic Review
In one paragraph

Synthesis in Journal of medical Internet research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 225 papers, 14 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
225citing papers in PubMed, 14 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04783025 naunknown statusnot on this mapstarted 2021, after this paper: background citation

A Blended Gaming COVID-19 Training System (BGCTS) With WHO Guidelines for Staff in Residential Care Homes: A Cluster Randomized Controlled Trial

TypeinterventionalSponsorThe Hong Kong Polytechnic UniversityRan2021 to 2022Enrolled188ConditionsInfection Control, COVID-19ArmsBlended Gaming COVID-19 Training System (BGCTS), Usual care, infection control briefing
NCT04783259 naunknown statusnot on this mapstarted 2021, after this paper: background citation

Exploring the Views of Medical Students on Medical Escape Room Experiences With Narrow Learning Objectives and Structured Debriefings

TypeinterventionalSponsorCopenhagen Academy for Medical Education and SimulationRan2021 to 2021Enrolled45ConditionsInteractive TeachingArmsStructured approach
NCT05520671 naunknown statusnot on this mapstarted 2023, after this paper: background citation

Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students: a Protocol for a Pilot Randomised Controlled Trial

TypeinterventionalSponsorNanyang Technological UniversityRan2023 to 2023Enrolled50ConditionsSurgical Education in Medical StudentsArmsGamified online quizzing platform, Conventional quizzing platform
3 · Its place in the literature

Who cites it

225 citing papers in PubMed, 14 syntheses or guidelines pooled it.

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165 more citing papers are in PubMed but not listed here.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

11 authors.

Sarah Victoria GentryNorwich Medical School, University of East Anglia, Norwich, United Kingdom.ORCID 0000-0002-0805-0200
Andrea GauthierInstitute of Medical Science, Faculty of Medicine, University of Toronto, Toronto, ON, Canada.ORCID 0000-0002-0059-8685
Beatrice L'Estrade EhrstromDepartment of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden.ORCID 0000-0003-4524-487X
David WortleyRoyal Society of Arts, London, United Kingdom.ORCID 0000-0001-5598-6987
Anneliese LilienthalDepartment of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden.ORCID 0000-0001-5298-3289
Lorainne Tudor CarFamily Medicine and Primary Care, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore.ORCID 0000-0001-8414-7664
Shoko Dauwels-OkutsuCentre for Population Health Sciences, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore.ORCID 0000-0002-2566-4650
Charoula K NikolaouCentre de Philosophie du Droit (Cellule Biogov), Universite Catholique de Louvain, Louvain-la-Neuve, Belgium.ORCID 0000-0001-6519-4174
Nabil ZaryDepartment of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden.ORCID 0000-0001-8999-6999
James CampbellHealth Workforce Department, World Health Organization, Geneva, Switzerland.ORCID 0000-0002-2294-2547
Josip CarCentre for Population Health Sciences, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore.ORCID 0000-0001-8969-371X

Funding

World Health Organization 001
6 · The paper itself

Abstract

backgroundThere 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.

objectiveThe 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).

methodsA comprehensive search of MEDLINE, EMBASE, Web of Knowledge, Educational Resources Information Centre, Cochrane Central Register of Controlled Trials, PsycINFO, and Cumulative Index to Nursing and Allied Health Literature was conducted from 1990 to August 2017. Randomized controlled trials (RCTs) and cluster RCTs were eligible for inclusion. Two reviewers independently searched, screened, and assessed the study quality and extracted data. A meta-analysis was not deemed appropriate due to the heterogeneity of populations, interventions, comparisons, and outcomes. Therefore, a narrative synthesis is presented.

resultsA total of 27 RCTs and 3 cluster RCTs with 3634 participants were included. Two studies evaluated gamification interventions, and the remaining evaluated serious gaming interventions. One study reported a small statistically significant difference between serious gaming and digital education of primary care physicians in the time to control blood pressure in a subgroup of their patients already taking antihypertensive medications. There was evidence of a moderate-to-large magnitude of effect from five studies evaluating individually delivered interventions for objectively measured knowledge compared with traditional learning. There was also evidence of a small-to-large magnitude of effect from 10 studies for improved skills compared with traditional learning. Two and four studies suggested equivalence between interventions and controls for knowledge and skills, respectively. Evidence suggested that serious gaming was at least as effective as other digital education modalities for these outcomes. There was insufficient evidence to conclude whether one type of serious gaming/gamification intervention is more effective than any other. There was limited evidence for the effects of serious gaming/gamification on professional attitudes. Serious gaming/gamification may improve satisfaction, but the evidence was limited. Evidence was of low or very low quality for all outcomes. Quality of evidence was downgraded due to the imprecision, inconsistency, and limitations of the study.

conclusionsSerious 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.

Indexed as

FemaleHealth OccupationsHumansMaleQualitative ResearchVideo Gameseducation, professionalreviewvideo games

Identifiers

PMID30920375
PMCPMC6458534

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.