ArticleCritical care explorations2024
Gamification in Critical Care Education and Practice.
Article in Critical care explorations, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
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.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
9 citing papers in PubMed.
- Game-based blended learning versus traditional lecture for evidence-based medicine (EBM) competencies in undergraduate medical students: a quasi-experimental study.BMC medical education · 2026Article
- Engaging the Next Generation: Designing an Experiential Intensive Care Unit Workshop on Neurologic Emergencies for Medical Students From Diverse Backgrounds.The clinical teacher · 2026Article
- Effectiveness of a gamified educational intervention on hand hygiene among Nursing professionals: a quasi-experimental study.Revista latino-americana de enfermagem · 2026Article
- Developing the i-MoMCARE application in Cambodia: an iterative co-design approach using rapid prototyping.BMJ digital health & AI · 2026Article
- Gamification of Critical Care Medical Education: ICUlympics.ATS scholar · 2025Article
- Small bowel obstruction outcomes according to compliance with the World Society of Emergency Surgery Bologna guidelines.The British journal of surgery · 2025Observational
- Surgeon attitudes toward risk stratification in emergency surgery for the elderly: an ESTES cross-sectional survey.European journal of trauma and emergency surgery : official publication of the European Trauma Society · 2025Article
- The VITALS Framework: Empowering Programs to Leverage Health Information Technology for Trainee-Led Health Care Decarbonization and Climate Adaptation.Journal of graduate medical education · 2024Article
- The Treasures of Renal Isle: Evaluating a Gamified Module While Enhancing Student Learning.SAGE open nursingArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectivesTo explore gamification as an alternative approach to healthcare education and its potential applications to critical care. DATA SOURCES: English language manuscripts addressing: 1) gamification theory and application in healthcare and critical care and 2) implementation science focused on the knowledge-to-practice gap were identified in Medline and PubMed databases (inception to 2023). STUDY SELECTION: Studies delineating gamification underpinnings, application in education or procedural mentoring, utilization for healthcare or critical care education and practice, and analyses of benefits or pitfalls in comparison to other educational or behavioral modification approaches. DATA EXTRACTION: Data indicated the key gamification tenets and the venues within which they were used to enhance knowledge, support continuing medical education, teach procedural skills, enhance decision-making, or modify behavior. DATA SYNTHESIS: Gamification engages learners in a visual and cognitive fashion using competitive approaches to enhance acquiring new knowledge or skills. While gamification may be used in a variety of settings, specific design elements may relate to the learning environment or learner styles. Additionally, solo and group gamification approaches demonstrate success and leverage adult learning theory elements in a low-stress and low-risk setting. The potential for gamification-driven behavioral modification to close the knowledge-to-practice gap and enable guideline and protocol compliance remains underutilized.
conclusionsGamification offers the potential to substantially enhance how critical care professionals acquire and then implement new knowledge in a fashion that is more engaging and rewarding than traditional approaches. Accordingly, educational undertakings from courses to offerings at medical professional meetings may benefit from being gamified.
Indexed as
Identifiers
What OpenQuestion holds
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.