ArticleJMIR serious games2020
Lessons Learned From an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 1 of them a synthesis that pooled it.
What it found
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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.
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.
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Who cites it
9 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Digital art as a novel medium for health communication: enabling interactive interventions and reconstructing health experiences in public health.Frontiers in public health · 2026Article
- Mixed Reality in Undergraduate Nursing Education: A Systematic Review and Meta-Analysis of Benefits and Challenges.Nursing reports (Pavia, Italy) · 2025Review
- Medical students' evaluation by serious game in the era of Covid-19 infection.La Tunisie medicale · 2025Article
- How to Play a Game Properly - Enhancing Obstetrics and Gynecology Education through Gamification: A Scoping Review.Geburtshilfe und Frauenheilkunde · 2024Article
- Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.JMIR serious games · 2023Article
- Current Implementation Outcomes of Digital Surgical Simulation in Low- and Middle-Income Countries: Scoping Review.JMIR medical education · 2023Article
- The Agreement Between Virtual Patient and Unannounced Standardized Patient Assessments in Evaluating Primary Health Care Quality: Multicenter, Cross-sectional Pilot Study in 7 Provinces of China.Journal of medical Internet research · 2022Article
- Updates on Simulation in Obstetrical Anesthesiology Through the COVID-19 Pandemic.Anesthesiology clinics · 2021Review
Corrections and comments
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Authors and funding
5 authors.
Funding
Abstract
backgroundThe use of new technology like virtual reality, e-learning, and serious gaming can offer novel, more accessible options that have been demonstrated to improve learning outcomes.
objectiveThe aim of this study was to compare the educational effectiveness of serious game-based simulation training to traditional mannequin-based simulation training and to determine the perceptions of physicians and nurses. We used an obstetric use case, namely electronic fetal monitoring interpretation and decision making, for our assessment.
methodsThis study utilized a mixed methods approach to evaluate the effectiveness of the new, serious game-based training method and assess participants' perceptions of the training. Participants were randomized to traditional simulation training in a center with mannequins or serious game training. They then participated in an obstetrical in-situ simulation scenario to assess their learning. Participants also completed a posttraining perceptions questionnaire.
resultsThe primary outcome measure for this study was the participants' performance in an in-situ mannequin-based simulation scenario, which occurred posttraining following a washout period. No significant statistical differences were detected between the mannequin-based and serious game-based groups in overall performance, although the study was not sufficiently powered to conclude noninferiority. The survey questions were tested for significant differences in participant perceptions of the educational method, but none were found. Qualitative participant feedback revealed important areas for improvement, with a focus on game realism.
conclusionsThe serious game training tool developed has potential utility in providing education to those without access to large simulation centers; however, further validation is needed to demonstrate if this tool is as effective as mannequin-based simulation.
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