Evidence map›Paper›PMID 33128662›Full record

SynthesisAdvances in health sciences education : theory and practice2021

Gamification of health professions education: a systematic review.

A E J van Gaalen, J Brouwer, J Schönrock-Adema, T Bouwkamp-Timmer, A D C Jaarsma, J R Georgiadis

3 registry-linked trialsAbstract readSystematic Review
In one paragraph

Synthesis in Advances in health sciences education : theory and practice, 2021. 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 219 papers, 8 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
219citing papers in PubMed, 8 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.

NCT04783259 naunknown statusnot on this map

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
NCT06402227 nacompletednot on this mapstarted 2023, after this paper: background citation

Effectiveness of Board Game on Improving Knowledge, Attitudes and Behavioral Intentions of Infection Control for Senior Elementary School Students: a Randomized Controlled Trial

TypeinterventionalSponsorHU, HUEY-LANRan2023 to 2024Enrolled310ConditionsKnowledge of Infection Control, Attitude of Infection Control, Behavioral Intentions of Infection ControlArmsgamified instruction, conventional lesson lecture
3 · Its place in the literature

Who cites it

219 citing papers in PubMed, 8 syntheses or guidelines pooled it.

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159 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

6 authors.

A E J van GaalenDepartment of Biomedical Sciences of Cells and Systems, Section Anatomy & Medical Physiology, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands. a.e.j.van.gaalen@umcg.nl.ORCID http://orcid.org/0000-0002-8134-9583
J BrouwerFaculty Behavioural and Social Sciences, Department of Educational Sciences, University of Groningen, Groningen, The Netherlands.
J Schönrock-AdemaCenter for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands.
T Bouwkamp-TimmerCenter for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands.
A D C JaarsmaCenter for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands.
J R GeorgiadisDepartment of Biomedical Sciences of Cells and Systems, Section Anatomy & Medical Physiology, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Health OccupationsLearningHumansStudentsComputersE-learningGame-based learningGamificationInstructional methodsNew technologySerious gamesSimulation

Identifiers

PMID33128662
PMCPMC8041684

What OpenQuestion holds

Textmetadata
LicenceCC BY
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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.