[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] Virtual patient simulations in health professions education: systematic review and meta-analysis by the digital health education collaboration

AA Kononowicz, LA Woodham, S Edelbring… - Journal of medical …, 2019 - jmir.org
Background: Virtual patients are interactive digital simulations of clinical scenarios for the
purpose of health professions education. There is no current collated evidence on the …

The effect of educational games on learning outcomes, student motivation, engagement and satisfaction

Z Yu, M Gao, L Wang - Journal of Educational Computing …, 2021 - journals.sagepub.com
While educational games have been increasingly popular in education, insufficient studies
have comprehensively reviewed their effectiveness. To complement this missing link, this …

Benefits of gamification in medical education

K Krishnamurthy, N Selvaraj, P Gupta… - Clinical …, 2022 - Wiley Online Library
Medical education is changing at a fast pace. Students attend medical school with a high
degree of technological literacy and a desire for a diverse educational experience. As a …

[HTML][HTML] Effects of e-learning in a continuing education context on nursing care: systematic review of systematic qualitative, quantitative, and mixed-studies reviews

G Rouleau, MP Gagnon, J Côté… - Journal of medical …, 2019 - jmir.org
Background: E-learning is rapidly growing as an alternative way of delivering education in
nursing. Two contexts regarding the use of e-learning in nursing are discussed in the …

A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration

Q Zhang, Z Yu - Education and Information Technologies, 2021 - Springer
Initially developed in 2012, Kahoot! is a game-based student response system aiming to
transform the class into a game show. However, some people have doubts about …

Effectiveness of serious games in nurse education: A systematic review

A Min, H Min, S Kim - Nurse education today, 2022 - Elsevier
Objectives To systematically summarize research employing serious games in nurse
education, to examine their effectiveness, to provide recommendations and implementation …

[HTML][HTML] Digital problem-based learning in health professions: systematic review and meta-analysis by the digital health education collaboration

L Tudor Car, BM Kyaw, G Dunleavy, NA Smart… - Journal of medical …, 2019 - jmir.org
Background The use of digital education in problem-based learning, or digital problem-
based learning (DPBL), is increasingly employed in health professions education. DPBL …

[HTML][HTML] Digital education in health professions: the need for overarching evidence synthesis

J Car, J Carlstedt-Duke, L Tudor Car, P Posadzki… - Journal of medical …, 2019 - jmir.org
Synthesizing evidence from randomized controlled trials of digital health education poses
some challenges. These include a lack of clear categorization of digital health education in …

Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies

M Cascella, A Cascella, F Monaco… - Journal of Anesthesia …, 2023 - Springer
Unlike traditional video games developed solely for entertainment purposes, game-based
learning employs intentionally crafted approaches that seamlessly merge entertainment and …