ArticleJMIR serious games2022
Virtual ER, a Serious Game for Interprofessional Education to Enhance Teamwork in Medical and Nursing Undergraduates: Development and Evaluation Study.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers.
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Who cites it
16 citing papers in PubMed, 36 citations in OpenAlex.
- Effectiveness of game-based learning in mental health nursing education on self-directed learning and academic self-efficacy among nursing students.BMC medical education · 2026Article
- Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions.JMIR serious games · 2026Review
- Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study.JMIR serious games · 2026Article
- Fostering Inductive and Deductive Learning in Oral Microbiology and Immunology With a Dual-Role Duel Card Game: Explanatory Sequential Mixed Methods Study.JMIR medical education · 2026Article
- [Relationship between cerebral dominance and learning styles in Anesthesiology residents].Revista medica del Instituto Mexicano del Seguro Social · 2026Observational
- The Roles of Artificial Intelligence in Interprofessional Healthcare Education: A Systematic Scoping Review.Journal of multidisciplinary healthcare · 2026Review
- Take Care: development and evaluation of a serious game about violence against children and adolescents.Revista latino-americana de enfermagem · 2026Article
- Modeling the evolution of virtual reality in nursing education: a BERTopic-based analysis of research trends and future directions.BMC nursing · 2025Article
- Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.JMIR serious games · 2025Article
- Games to Improve the Clinical Skills of Nursing Students: Systematic Review of Current Evidence.Asian/Pacific Island nursing journal · 2025Review
- Article
- Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study.JMIR serious games · 2024Article
- Development and evaluation of an emergency department serious game for undergraduate medical students.BMC medical education · 2024Article
- Development and effects of advanced cardiac resuscitation nursing education program using web-based serious game: application of the IPO model.BMC nursing · 2024Article
- Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied.JMIR serious games · 2022Article
- A Comprehensive Review of Technological Innovations in Teaching Clinical Nursing Skills: A Scoping Review.Iranian journal of nursing and midwifery researchReview
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Authors and funding
11 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundEngaging students in interprofessional education for higher order thinking and collaborative problem-solving skills is challenging. This study reports the development of Virtual ER, a serious game played on a virtual platform, and how it can be an innovative way for delivering interprofessional education to medical and nursing undergraduates.
objectiveWe report the development of a serious online game, Virtual ER, and evaluate its effect on teamwork enhancement and clinical competence. We also explore if Virtual ER can be an effective pedagogical tool to engage medical and nursing students with different learning styles.
methodsVirtual ER is a custom-made, learning outcome-driven, case-based web app. We developed a game performance scoring system with specific mechanisms to enhance serious gaming elements. Sixty-two students were recruited from our medical and nursing programs. They played the games in teams of 4 or 5, followed by an instructor-led debriefing for concept consolidation. Teamwork attitudes, as measured by the Human Factors Attitude Survey, were compared before and after the game. Learning style was measured with a modified Honey and Mumford learning style questionnaire.
resultsStudents were satisfied with Virtual ER (mean satisfaction score 5.44, SD 0.95, of a possible 7). Overall, Virtual ER enhanced teamwork attitude by 3.02 points (95% CI 1.15-4.88, P=.002). Students with higher scores as activists (estimate 9.09, 95% CI 5.17-13.02, P<.001) and pragmatists (estimate 5.69, 95% CI 1.18-10.20, P=.01) had a significantly higher degree of teamwork attitude enhancement, while students with higher scores as theorists and reflectors did not demonstrate significant changes. However, there was no difference in game performance scores between students with different learning styles.
conclusionsThere was considerable teamwork enhancement after playing Virtual ER for interprofessional education, in particular for students who had activist or pragmatist learning styles. Serious online games have potential in interprofessional education for the development of 21st century life skills. Our findings also suggest that Virtual ER for interprofessional education delivery could be expanded locally and globally.
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