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, Josip Car, 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, Josip Car

Abstract

Background: There 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.

Objective: The 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).

Methods: A 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.

Results: A 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.

Conclusions: Serious 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.

Keywords: education, professional; review; video games.

Conflict of interest statement

Conflicts of Interest: None declared.

©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, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019.

Figures

Figure 1
Figure 1
PRISMA flow chart. PRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses; RCT: randomized controlled trial.
Figure 2
Figure 2
Risk-of-bias graph.
Figure 3
Figure 3
Risk-of-bias summary.
Figure 4
Figure 4
Forest plot for knowledge outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.
Figure 5
Figure 5
Forest plot for skills outcomes. IV: inverse variance. SG: serious games; DHE: digital health education.
Figure 6
Figure 6
Forest plot for attitudes outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.

References

    1. Alvarez J, Djaouti D. Serious Games: An Introduction. Limoges, France: Questions Théoriques; 2012.
    1. Alvarez J. From Videogame to Serious Game: the concept of Serious diverting and Serious Modding. GameDev Days; 8-9 April; Tallinn, Estonia. 2015.
    1. Wortley. David SlideShare. 2013. [2018-10-16]. Gamification - Concepts and Applications .
    1. Deterding S, Dixon D, Khaled R, Nacke L. Gamification: toward a definition. The ACM CHI Conference on Human Factors in Computing; May 7-12; Vancouver, Canada. 2011.
    1. Akl EA, Kairouz VF, Sackett KM, Erdley WS, Mustafa RA, Fiander M, Gabriel C, Schünemann H. Educational games for health professionals. Cochrane Database Syst Rev. 2013 Mar 28;(3):CD006411. doi: 10.1002/14651858.CD006411.pub4.
    1. Susi T, Johannesson M, Backlund P. Serious Games - An Overview. 2007. [2019-02-25]. .
    1. Prensky M. Digital game-based learning. Comput Entertain. 2003 Oct 01;1(1):21–5. doi: 10.1145/950566.950596.
    1. Garris R, Ahlers R, Driskell J.E. Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming. 2016 Aug 18;33(4):441–467. doi: 10.1177/1046878102238607.
    1. Ruiz JG, Mintzer MJ, Issenberg SB. Learning objects in medical education. Med Teach. 2006 Nov;28(7):599–605. doi: 10.1080/01421590601039893.
    1. Allery LA. Educational games and structured experiences. Med Teach. 2004 Sep;26(6):504–5. doi: 10.1080/01421590412331285423.
    1. Vogel M, Wood DF. Love it or hate it? Medical students' attitudes to computer-assisted learning. Med Educ. 2002 Mar;36(3):214–5.
    1. Higgins J, Green S. Cochrane Handbook for Systematic Reviews of Interventions. Version 5.1.0. 2011. [2019-02-25]. .
    1. Car J, Carlstedt-Duke J, Tudor Car L, Posadzki P, Whiting P, Zary N, Atun R, Majeed A, Campbell J, Digital Health Education Collaboration Digital Education in Health Professions: The Need for Overarching Evidence Synthesis. J Med Internet Res. 2019 Dec 14;21(2):e12913. doi: 10.2196/12913.
    1. Chien JH, Suh IH, Park S, Mukherjee M, Oleynikov D, Siu K. Enhancing fundamental robot-assisted surgical proficiency by using a portable virtual simulator. Surg Innov. 2013 Apr;20(2):198–203. doi: 10.1177/1553350612458545.
    1. Kerfoot BP, Baker H. An online spaced-education game for global continuing medical education: a randomized trial. Ann Surg. 2012 Jul;256(1):33–8. doi: 10.1097/SLA.0b013e31825b3912.
    1. Dankbaar MEW, Alsma J, Jansen EEH, van Merrienboer JJG, van Saase JLCM, Schuit SCE. An experimental study on the effects of a simulation game on students' clinical cognitive skills and motivation. Adv Health Sci Educ Theory Pract. 2016 Aug;21(3):505–21. doi: 10.1007/s10459-015-9641-x.
    1. Dankbaar MEW, Richters O, Kalkman CJ, Prins G, Ten Cate OTJ, van Merrienboer JJG, Schuit SCE. Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness. BMC Med Educ. 2017 Feb 02;17(1):30. doi: 10.1186/s12909-016-0836-5.
    1. Graafland M, Bemelman WA, Schijven MP. Game-based training improves the surgeon's situational awareness in the operation room: a randomized controlled trial. Surg Endosc. 2017 Dec;31(10):4093–4101. doi: 10.1007/s00464-017-5456-6.
    1. Lagro J, van de Pol MHJ, Laan A, Huijbregts-Verheyden FJ, Fluit LCR, Olde Rikkert MGM. A randomized controlled trial on teaching geriatric medical decision making and cost consciousness with the serious game GeriatriX. J Am Med Dir Assoc. 2014 Dec;15(12):957.e1–6. doi: 10.1016/j.jamda.2014.04.011.
    1. Boeker M, Andel P, Vach W, Frankenschmidt A. Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students. PLoS One. 2013;8(12):e82328. doi: 10.1371/journal.pone.0082328.
    1. Hannig A, Lemos M, Spreckelsen C, Ohnesorge-Radtke U, Rafai N. Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education. Journal of Educational Computing Research. 2013 Jul 09;48(3):315–343. doi: 10.2190/EC.48.3.c.
    1. Cook NF, McAloon T, O'Neill P, Beggs R. Impact of a web based interactive simulation game (PULSE) on nursing students' experience and performance in life support training--a pilot study. Nurse Educ Today. 2012 Aug;32(6):714–20. doi: 10.1016/j.nedt.2011.09.013.
    1. Knight JF, Carley S, Tregunna B, Jarvis S, Smithies R, de Freitas S, Dunwell I, Mackway-Jones K. Serious gaming technology in major incident triage training: a pragmatic controlled trial. Resuscitation. 2010 Sep;81(9):1175–9. doi: 10.1016/j.resuscitation.2010.03.042.
    1. Hedman L, Schlickum M, Felländer-Tsai L. Surgical novices randomized to train in two video games become more motivated during training in MIST-VR and GI Mentor II than students with no video game training. Stud Health Technol Inform. 2013;184:189–94.
    1. Schlickum MK, Hedman L, Enochsson L, Kjellin A, Felländer-Tsai L. Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study. World J Surg. 2009 Nov;33(11):2360–7. doi: 10.1007/s00268-009-0151-y.
    1. Kolga SM, Hedman L, Enochsson L, Kjellin A, Felländer-Tsai L. Transfer of systematic computer game training in surgical novices on performance in virtual reality image guided surgical simulators. Stud Health Technol Inform. 2008;132:210–5.
    1. Boada I, Rodriguez-Benitez A, Garcia-Gonzalez JM, Olivet J, Carreras V, Sbert M. Using a serious game to complement CPR instruction in a nurse faculty. Comput Methods Programs Biomed. 2015 Nov;122(2):282–91. doi: 10.1016/j.cmpb.2015.08.006.
    1. Del Blanco A, Torrente J, Fernández-Manjón B, Ruiz P, Giner M. Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial. Nurse Educ Today. 2017 Aug;55:45–53. doi: 10.1016/j.nedt.2017.04.026.
    1. Foss B, Lokken A, Leland A, Stordalen J, Mordt P, Oftedal BJ. Digital Game-Based Learning: a supplement for medication calculation drills in nurse education. E-Learning and Digital Media. 2014;11(4):342–9.
    1. Giannotti D, Patrizi G, Di Rocco G, Vestri AR, Semproni CP, Fiengo L, Pontone S, Palazzini G, Redler A. Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills. PLoS One. 2013;8(2):e57372. doi: 10.1371/journal.pone.0057372.
    1. Adams BJ, Margaron F, Kaplan BJ. Comparing video games and laparoscopic simulators in the development of laparoscopic skills in surgical residents. J Surg Educ. 2012;69(6):714–7. doi: 10.1016/j.jsurg.2012.06.006.
    1. Amer RS, Denehy GE, Cobb DS, Dawson DV, Cunningham-Ford MA, Bergeron C. Development and evaluation of an interactive dental video game to teach dentin bonding. J Dent Educ. 2011 Jun;75(6):823–31.
    1. Ju R, Chang PL, Buckley AP, Wang KC. Comparison of Nintendo Wii and PlayStation2 for enhancing laparoscopic skills. JSLS. 2012;16(4):612–8. doi: 10.4293/108680812X13462882737294.
    1. Ju R, Chang PL, Buckley AP, Wang KV. Is Nintendo Wii a More Suitable Video Game Platform Than Playstation 2 for Enhancing Laparoscopic Skills? Journal of Minimally Invasive Gynecology. 2011 Nov;18(6):S65–S66. doi: 10.1016/j.jmig.2011.08.226.
    1. Katz D, Zerillo J, Kim S, Hill B, Wang R, Goldberg A, DeMaria S. Serious gaming for orthotopic liver transplant anesthesiology: A randomized control trial. Liver Transpl. 2017 Dec;23(4):430–439. doi: 10.1002/lt.24732. doi: 10.1002/lt.24732.
    1. Kerfoot BP, Turchin A, Breydo E, Gagnon D, Conlin PR. An online spaced-education game among clinicians improves their patients' time to blood pressure control: a randomized controlled trial. Circ Cardiovasc Qual Outcomes. 2014 May;7(3):468–74. doi: 10.1161/CIRCOUTCOMES.113.000814.
    1. LeFlore J, Anderson M, Zielke MA, Nelson KA, Thomas PE, Hardee G, John LD. Can a virtual patient trainer teach student nurses how to save lives--teaching nursing students about pediatric respiratory diseases. Simul Healthc. 2012 Feb;7(1):10–7. doi: 10.1097/SIH.0b013e31823652de.
    1. Plerhoples TA, Zak Y, Hernandez-Boussard T, Lau J. Another use of the mobile device: warm-up for laparoscopic surgery. J Surg Res. 2011 Oct;170(2):185–8. doi: 10.1016/j.jss.2011.03.015.
    1. Sward KA, Richardson S, Kendrick J, Maloney C. Use of a Web-based game to teach pediatric content to medical students. Ambul Pediatr. 2008;8(6):354–9. doi: 10.1016/j.ambp.2008.07.007.
    1. Gauthier A, Corrin M, Jenkinson J. Exploring the influence of game design on learning and voluntary use in an online vascular anatomy study aid. Computers & Education. 2015 Sep;87:24–34. doi: 10.1016/j.compedu.2015.03.017.
    1. Tan AJQ, Lee CCS, Lin PY, Cooper S, Lau LST, Chua WL, Liaw SY. Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial. Nurse Educ Today. 2017 Aug;55:38–44. doi: 10.1016/j.nedt.2017.04.027.
    1. de Araujo TB, Silveira FR, Souza DLS, Strey YTM, Flores CD, Webster RS. Impact of video game genre on surgical skills development: a feasibility study. J Surg Res. 2016 Mar;201(1):235–43. doi: 10.1016/j.jss.2015.07.035.
    1. Diehl LA, Souza RM, Gordan PA, Esteves RZ, Coelho ICM. InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians. J Med Internet Res. 2017 Dec 09;19(3):e72. doi: 10.2196/jmir.6944.
    1. Rondon S, Sassi FC, Furquim de Andrade CR. Computer game-based and traditional learning method: a comparison regarding students' knowledge retention. BMC Med Educ. 2013 Feb 25;13:30. doi: 10.1186/1472-6920-13-30.
    1. Li J, Xu Y, Xu Y, Yue P, Sun L, Guo M, Xiao S, Ding S, Cui Y, Li S, Yang Q, Chang P, Wu Y. 3D CPR Game Can Improve CPR Skill Retention. Stud Health Technol Inform. 2015;216:974.
    1. World Health Organization. 2018. [2018-10-16]. Global health workforce shortage to reach 12.9 million in coming decades
    1. Wang R, DeMaria S, Goldberg A, Katz D. A Systematic Review of Serious Games in Training Health Care Professionals. Simul Healthc. 2016 Feb;11(1):41–51. doi: 10.1097/SIH.0000000000000118.
    1. Ricciardi F, De Paolis LT. A Comprehensive Review of Serious Games in Health Professions. International Journal of Computer Games Technology. 2014;2014:1–11. doi: 10.1155/2014/787968.
    1. Clark D, Tanner-Smith E, Killingsworth S. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Rev Educ Res. 2016 Mar;86(1):79–122. doi: 10.3102/0034654315582065.
    1. Sitzmann T. A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology. 2011;64:489–528. doi: 10.1111/j.1744-6570.2011.01190.x.
    1. Vogel J, Vogel D, Cannon-Bowers J, Bowers C, Muse K, Wright M. Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis. Journal of Educational Computing Research. 2016 Jul 22;34(3):229–243. doi: 10.2190/FLHV-K4WA-WPVQ-H0YM.
    1. Wouters P, van Nimwegen C, van Oostendorp H, van der Spek Ed. A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology. 2013;105(2):249–265. doi: 10.1037/a0031311.
    1. Boyle E, Hainey T, Connolly T, Gray G, Earp J, Ott M, Lim T, Ninaus M, Ribeiro C, Pereira J. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education. 2016 Mar;94:178–192. doi: 10.1016/j.compedu.2015.11.003.
    1. Fleming T, Cheek C, Merry S, Thabrew H, Bridgman H, Stasiak K, Shepherd M, Parry Y, Hetrick S. Serious games for the treatment or prevention of depression: a systematic review. Revista de Psicopatologia y Psicologia Clinica. 2014;19(3):a.
    1. Charlier N, Zupancic N, Fieuws S, Denhaerynck K, Zaman B, Moons P. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis. J Am Med Inform Assoc. 2016 Jan;23(1):230–9. doi: 10.1093/jamia/ocv100.
    1. Primack B, Carroll M, McNamara M, Klem M, King B, Rich M, Chan C, Nayak S. Role of video games in improving health-related outcomes: a systematic review. Am J Prev Med. 2012 Jun;42(6):630–8. doi: 10.1016/j.amepre.2012.02.023.
    1. De Sousa Borges S, Durelli V, Reis H, Isotani S. A systematic mapping on gamification applied to education. Proceedings of the 29th Annual ACM Symposium on Applied Computing, ACM; March 24-28; Gyeongju, Republic of Korea. 2014. pp. 216–222.
    1. Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interv. 2016 Nov;6:89–106. doi: 10.1016/j.invent.2016.10.002.

Source: PubMed

3
Předplatit