Published on in Vol 21, No 3 (2019): March

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/12994, first published .
Serious Gaming and Gamification Education in Health Professions: Systematic Review

Serious Gaming and Gamification Education in Health Professions: Systematic Review

Serious Gaming and Gamification Education in Health Professions: Systematic Review

Journals

  1. Song H, Yi D, Park H, Rodríguez C. Validation of a mobile game-based assessment of cognitive control among children and adolescents. PLOS ONE 2020;15(3):e0230498 View
  2. Tuti T, Winters N, Edgcombe H, Muinga N, Wanyama C, English M, Paton C. Evaluation of Adaptive Feedback in a Smartphone-Based Game on Health Care Providers’ Learning Gain: Randomized Controlled Trial. Journal of Medical Internet Research 2020;22(7):e17100 View
  3. Suppan M, Gartner B, Golay E, Stuby L, White M, Cottet P, Abbas M, Iten A, Harbarth S, Suppan L. Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module. JMIR Serious Games 2020;8(2):e20173 View
  4. Divakar U, Nazeha N, Posadzki P, Jarbrink K, Bajpai R, Ho A, Campbell J, Feder G, Car J. Digital Education of Health Professionals on the Management of Domestic Violence: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration. Journal of Medical Internet Research 2019;21(5):e13868 View
  5. Bado N. Game-based learning pedagogy: a review of the literature. Interactive Learning Environments 2019:1 View
  6. Buijs-Spanjers K, Harmsen A, Hegge H, Spook J, de Rooij S, Jaarsma D. The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study. BMC Medical Education 2020;20(1) View
  7. Michelet D, Barre J, Truchot J, Piot M, Cabon P, Tesniere A. Effect of Computer Debriefing on Acquisition and Retention of Learning After Screen-Based Simulation of Neonatal Resuscitation: Randomized Controlled Trial. JMIR Serious Games 2020;8(3):e18633 View
  8. Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel K, Junne F, Zipfel S. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity. Journal of Medical Internet Research 2020;22(4):e15725 View
  9. Linganna R, Patel S, Ghofaily L, Mackay E, Spelde A, Zhou E, Kukafka J, Feinman J, Augoustides J, Weiss S. Pilot Study Suggests Smartphone Application Knowledge Improves Resident Transesophageal Echocardiography Knowledge: A Randomized Controlled Trial. Journal of Cardiothoracic and Vascular Anesthesia 2020;34(8):2126 View
  10. Buijs-Spanjers K, Hegge H, Cnossen F, Jaarsma D, de Rooij S. Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design. JMIR Serious Games 2020;8(3):e18479 View
  11. Kubin L. Using an Escape Activity in the Classroom to Enhance Nursing Student Learning. Clinical Simulation in Nursing 2020;47:52 View
  12. Cuevas-Lara C, Izquierdo M, Sáez de Asteasu M, Ramírez-Vélez R, Zambom-Ferraresi F, Zambom-Ferraresi F, Martínez-Velilla N. Impact of Game-Based Interventions on Health-Related Outcomes in Hospitalized Older Patients: A Systematic Review. Journal of the American Medical Directors Association 2021;22(2):364 View
  13. Wolfe J, Safdar B, Sethuraman K, Greenberg M, Madsen T, Jarman A, McGregor A, Chan T. Engaging Emergency Medicine Influencers in Sex‐ and Gender‐based Medicine: Lessons Learned from the Sex and Gender Interest Group in Emergency Medicine and the SAEM Jeopardy Game. AEM Education and Training 2020;4(2):161 View
  14. Moro C, Phelps C, Stromberga Z. Utilizing serious games for physiology and anatomy learning and revision. Advances in Physiology Education 2020;44(3):505 View
  15. Loyola A, Palileo-Villanueva L. <p>A Role-Playing Activity for Medical Students Demonstrates Economic Factors Affecting Health in Underprivileged Communities</p>. Advances in Medical Education and Practice 2020;Volume 11:637 View
  16. Kononowicz A, Woodham L, Edelbring S, Stathakarou N, Davies D, Saxena N, Tudor Car L, Carlstedt-Duke J, Car J, Zary N. Virtual Patient Simulations in Health Professions Education: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration. Journal of Medical Internet Research 2019;21(7):e14676 View
  17. Patchen L, Ellis L, Ma T, Ott C, Chang K, Araya B, Atreyapurapu S, Alyusuf A, Gaines Lanzi R. Engaging African American Youth in the Development of a Serious Mobile Game for Sexual Health Education: Mixed Methods Study. JMIR Serious Games 2020;8(1):e16254 View
  18. Ljuhar D, Gibbons A, Ponsky T, Nataraja R. Emerging technology and their application to paediatric surgical training. Seminars in Pediatric Surgery 2020;29(2):150909 View
  19. Rouleau G, Gagnon M, Côté J, Payne-Gagnon J, Hudson E, Dubois C, Bouix-Picasso J. Effects of E-Learning in a Continuing Education Context on Nursing Care: Systematic Review of Systematic Qualitative, Quantitative, and Mixed-Studies Reviews. Journal of Medical Internet Research 2019;21(10):e15118 View
  20. Jia J, Shen A, Tabata M, Sarin K. Gamification improves melanoma visual identification among high school students: Results from a randomized study. Pediatric Dermatology 2020;37(4):752 View
  21. Blanié A, Amorim M, Meffert A, Perrot C, Dondelli L, Benhamou D. Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication. Advances in Simulation 2020;5(1) View
  22. Zhitnitskiy P. Serious gaming as an active method of learning applied antibiotherapy in swine veterinary medicine. Education in the Health Professions 2020;3(2):63 View
  23. Tan J, Zary N. Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study. JMIR Serious Games 2019;7(3):e14620 View
  24. Akdemir N, Malik R, Walters T, Taber S, Hamstra S, Philibert I, Scheele F. Using Gamification to Understand Accreditation in Postgraduate Medical Education. Journal of Graduate Medical Education 2019;11(4s):207 View
  25. Wu S, Huang C, Huang S, Yang Y, Liu C, Shulruf B, Chen C. Effects of virtual reality training on decreasing the rates of needlestick or sharp injury in new-coming medical and nursing interns in Taiwan. Journal of Educational Evaluation for Health Professions 2020;17:1 View
  26. Tudor Car L, Kyaw B, Dunleavy G, Smart N, Semwal M, Rotgans J, Low-Beer N, Campbell J. Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration. Journal of Medical Internet Research 2019;21(2):e12945 View
  27. Boada I, Rodriguez Benitez A, Thió-Henestrosa S, Soler J. A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study. JMIR Serious Games 2020;8(3):e16655 View
  28. Vion M, Barbillon C, Fauchon A, Léger C, Courtel V, Renard G, Verleye P, Dupuis C, Rodier S. Jeu d’évasion (escape game) médicamenteux : un apprentissage ludique et coopératif. Le Pharmacien Hospitalier et Clinicien 2020;55(2):136 View
  29. Blanié A, Amorim M, Benhamou D. Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students. BMC Medical Education 2020;20(1) View
  30. Minge M, Cymek D. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information 2020;11(5):249 View
  31. Kyaw B, Tudor Car L, van Galen L, van Agtmael M, Costelloe C, Ajuebor O, Campbell J, Car J. Health Professions Digital Education on Antibiotic Management: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration. Journal of Medical Internet Research 2019;21(9):e14984 View
  32. Masson C, Birgand G, Castro-Sánchez E, Eichel V, Comte A, Terrisse H, Rubens-Duval B, Gillois P, Albaladejo P, Picard J, Bosson J, Mutters N, Landelle C. Is virtual reality effective to teach prevention of surgical site infections in the operating room? study protocol for a randomised controlled multicentre trial entitled VIP Room study. BMJ Open 2020;10(6):e037299 View
  33. Lange A, Koch J, Beck A, Neugebauer T, Watzema F, Wrona K, Dockweiler C. Learning With Virtual Reality in Nursing Education: Qualitative Interview Study Among Nursing Students Using the Unified Theory of Acceptance and Use of Technology Model. JMIR Nursing 2020;3(1):e20249 View
  34. Tuti T, Winters N, Muinga N, Wanyama C, English M, Paton C. Evaluation of Adaptive Feedback in a Smartphone-Based Serious Game on Health Care Providers’ Knowledge Gain in Neonatal Emergency Care: Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2019;8(7):e13034 View
  35. Alyami H, Alawami M, Lyndon M, Alyami M, Coomarasamy C, Henning M, Hill A, Sundram F. Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study. JMIR Serious Games 2019;7(3):e13748 View
  36. Brusamento S, Kyaw B, Whiting P, Li L, Tudor Car L. Digital Health Professions Education in the Field of Pediatrics: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration. Journal of Medical Internet Research 2019;21(9):e14231 View
  37. Martinengo L, Yeo N, Markandran K, Olsson M, Kyaw B, Car L. Digital health professions education on chronic wound management: A systematic review. International Journal of Nursing Studies 2020;104:103512 View
  38. Phungoen P, Promto S, Chanthawatthanarak S, Maneepong S, Apiratwarakul K, Kotruchin P, Mitsungnern T. Precourse Preparation Using a Serious Smartphone Game on Advanced Life Support Knowledge and Skills: Randomized Controlled Trial. Journal of Medical Internet Research 2020;22(3):e16987 View
  39. Suppan M, Catho G, Robalo Nunes T, Sauvan V, Perez M, Graf C, Pittet D, Harbarth S, Abbas M, Suppan L. A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”. JMIR Serious Games 2020;8(4):e24986 View
  40. Sit S, Lai A, Kwok T, Wong H, Wong Y, Lam E, Chan J, Kong F, Cham K, Ng C, Yip T, Tsui T, Wong C, Wong B, Tang W, Yam P, Chui M, Wan A, Kwok Y, Lam T. Process Evaluation and Experience Sharing on Utilizing Information Communication Technologies and Digital Games in a Large Community Family Health Event: Hong Kong Jockey Club SMART Family-Link Project. Frontiers in Public Health 2020;8 View
  41. Van Gaalen A, Jaarsma A, Georgiadis J. Medical students’ perceptions of play and learning: A qualitative study (Preprint). JMIR Serious Games 2020 View
  42. Wynn L. An escape room simulation focused on renal-impairment for prelicensure nursing students. Teaching and Learning in Nursing 2021;16(1):95 View
  43. San Martín-Rodríguez L, Escalada-Hernández P, Soto-Ruiz N. A themed game to learn about nursing theories and models: A descriptive study. Nurse Education in Practice 2020;49:102905 View
  44. O’Hern K, Lakomy D, Mahoney D. That Dragon, Cancer—Exploring End of Life Through an Unwinnable Video Game. JAMA 2020;324(14):1379 View
  45. Tuti T, Paton C, Winters N. The counterintuitive self-regulated learning behaviours of healthcare providers from low-income settings. Computers & Education 2021;166:104136 View
  46. Yu Z, Gao M, Wang L. The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research 2021;59(3):522 View
  47. Volejnikova-Wenger S, Andersen P, Clarke K. Student nurses' experience using a serious game to learn environmental hazard and safety assessment. Nurse Education Today 2021;98:104739 View
  48. Arruzza E, Chau M. A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students. Journal of Medical Imaging and Radiation Sciences 2021;52(1):137 View
  49. Bonet N, von Barnekow A, Mata M, Gomar C, Tost D. Three-Dimensional Game-Based Cardiopulmonary Bypass Training. Clinical Simulation in Nursing 2021;50:81 View
  50. San Martin L, Walsh H, Santerre M, Fortkiewicz J, Nicholson L. Creation of a “Patient” Hospital Escape Room Experience to Reduce Harm and Improve Quality of Care. Journal of Nursing Care Quality 2021;36(1):38 View
  51. Silva R, Pereira A, Araújo D, Rocha K, Serafini M, de Lyra Jr D. Effect of Digital Serious Games Related to Patient Care in Pharmacy Education: A Systematic Review. Simulation & Gaming 2021:104687812098889 View
  52. Sandoval-Obando E. Caracterización del trastorno por videojuegos: ¿Una problemática emergente?. Pensamiento Psicológico 2020;18(1):87 View
  53. Suppan L, Stuby L, Gartner B, Larribau R, Iten A, Abbas M, Harbarth S, Suppan M. Impact of an e-learning module on personal protective equipment knowledge in student paramedics: a randomized controlled trial. Antimicrobial Resistance & Infection Control 2020;9(1) View
  54. Guérard-Poirier N, Beniey M, Meloche-Dumas L, Lebel-Guay F, Misheva B, Abbas M, Dhane M, Elraheb M, Dubrowski A, Patocskai E. An Educational Network for Surgical Education Supported by Gamification Elements: Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2020;9(12):e21273 View
  55. Davaris M, Bunzli S, Dowsey M, Choong P. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery?. ANZ Journal of Surgery 2021 View
  56. Zaror C, Mariño R, Atala-Acevedo C. Current State of Serious Games in Dentistry: A Scoping Review. Games for Health Journal 2021;10(2):95 View
  57. Suppan M, Abbas M, Catho G, Stuby L, Regard S, Achab S, Harbarth S, Suppan L. Impact of a Serious Game (Escape COVID-19) on the Intention to Change COVID-19 Control Practices Among Employees of Long-term Care Facilities: Web-Based Randomized Controlled Trial. Journal of Medical Internet Research 2021;23(3):e27443 View
  58. Germa A, Gosset M, Gaucher C, Valencien C, Schlumberger M, Colombier M, Moreau N, Radoï L, Boukpessi T, Davit‐Beal T, Vital S, Wulfman C. OSCEGame: A serious game for OSCE training. European Journal of Dental Education 2020 View
  59. Grech J, Grech J. Nursing students’ evaluation of a gamified public health educational webinar: A comparative pilot study. Nursing Open 2021;8(4):1812 View
  60. Sader J, Clavien C, Korris J, Hurst S, Nendaz M, Audétat M. Serious game training in medical education: potential to mitigate cognitive biases of healthcare professionals. Diagnosis 2021;0(0) View
  61. Sipiyaruk K, Hatzipanagos S, Reynolds P, Gallagher J. Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature. Computers 2021;10(4):42 View
  62. Suppan L, Abbas M, Catho G, Stuby L, Regard S, Harbarth S, Achab S, Suppan M. Impact of a Serious Game on the Intention to Change Infection Prevention and Control Practices in Nursing Homes During the COVID-19 Pandemic: Protocol for a Web-Based Randomized Controlled Trial. JMIR Research Protocols 2020;9(12):e25595 View
  63. Cuevas-Lara C, Izquierdo M, Zambom-Ferraresi F, Sáez de Asteasu M, Marín-Epelde I, Chenhuichen C, Zambom-Ferraresi F, Ramírez-Vélez R, García-Hermoso A, Casas-Herrero Á, Capón-Sáez A, Lozano-Vicario L, Criado-Martín I, Sánchez-Latorre M, Antoñanzas-Valencia C, Martínez-Velilla N. A Feasibility Study for Implementation “Health Arcade”: A Study Protocol for Prototype of Multidomain Intervention Based on Gamification Technologies in Acutely Hospitalized Older Patients. International Journal of Environmental Research and Public Health 2020;17(21):8058 View
  64. van der Lubbe L, Gerritsen C, Klein M, Hindriks K. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing 2021;38:100402 View
  65. Zhang Q, Yu Z. A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration. Education and Information Technologies 2021 View
  66. Cardoso-Júnior A, Garcia V, Coelho D, Said C, Strapasson A, Resende I. Tradução e Adaptação Transcultural do Instructional Materials Motivation Survey (IMMS) para o Português do Brasil. Revista Brasileira de Educação Médica 2020;44(4) View
  67. Cates A, Krueger J, Simpson S, Stobart-Gallagher M. Comparing the Effectiveness of a Virtual Toxicology Escape Room at Two Emergency Medicine Residencies. Cureus 2020 View
  68. Lindquist B, Gaiha S, Vasudevan A, Dooher S, Leggio W, Mulkerin W, Zozula A, Strehlow M, Sebok‐Syer S, Mahadevan S. Development and implementation of a novel Web‐based gaming application to enhance emergency medical technician knowledge in low‐ and middle‐income countries. AEM Education and Training 2021;5(3) View
  69. Nascimento K, Ferreira M, Felix M, Nascimento J, Chavaglia S, Barbosa M. Effectiveness of the serious game for learning in nursing: systematic review. Revista Gaúcha de Enfermagem 2021;42 View
  70. Maheu-Cadotte M, Cossette S, Dubé V, Fontaine G, Lavallée A, Lavoie P, Mailhot T, Deschênes M. Efficacy of Serious Games in Healthcare Professions Education. Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 2020;Publish Ahead of Print View
  71. Jaccard D, Suppan L, Sanchez E, Huguenin A, Laurent M. A Generic, Adaptive and Systemic Methodology for the Collaborative Design of Serious Games: Development of the co.LAB Framework (Preprint). JMIR Serious Games 2021 View
  72. Mansoory M, Khazaei M, Azizi S, Niromand E. Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma. BMC Medical Education 2021;21(1) View

Books/Policy Documents

  1. Moro C, Stromberga Z, Birt J. Clinical Education for the Health Professions. View
  2. . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
  3. Ljuhar D. Clinical Education for the Health Professions. View
  4. Martins H, Dores A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  5. Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. View