publication . Article . Other literature type . 2016

Serious Gaming and Gamification interventions for health professional education

Sarah Gentry; Beatrice L'Estrade Ehrstrom; Andrea Gauthier; Julian Alvarez; David Wortley; Jurriaan van Rijswijk; Josip Car; Anneliese Lilienthal; Lorainne Tudor Car; Charoula K Nikolaou; ...
Open Access
  • Published: 03 Jun 2016 Journal: Cochrane Database of Systematic Reviews (eissn: 1465-1858, Copyright policy)
  • Publisher: Wiley
This is the protocol for a review and there is no abstract. The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students' knowledge, skills, professional attitudes and satisfaction.
Medical Subject Headings: educationhuman activities
ACM Computing Classification System: ComputingMilieux_COMPUTERSANDEDUCATION
free text keywords: General & Internal Medicine, 11 Medical And Health Sciences, Medicine General & Introductory Medical Sciences, Pedagogy, Medical education, Intensive care medicine, medicine.medical_specialty, medicine, Psychological intervention, Professional development, business.industry, business
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