Serious gaming and gamification interventions for health professional education
This is a protocol for a Cochrane Review (Intervention). 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,...
Main Authors: | , , , , , , , , , , |
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Format: | Journal Article |
Language: | English |
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2018
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Online Access: | https://hdl.handle.net/10356/89569 http://hdl.handle.net/10220/47083 |
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author | Gentry, Sarah L'Estrade Ehrstrom, Beatrice Gauthier, Andrea Alvarez, Julian Wortley, David van Rijswijk, Jurriaan Car, Josip Lilienthal, Anneliese Tudor Car, Lorainne Zary, Nabil Nikolaou, Charoula K. |
author2 | Lee Kong Chian School of Medicine (LKCMedicine) |
author_facet | Lee Kong Chian School of Medicine (LKCMedicine) Gentry, Sarah L'Estrade Ehrstrom, Beatrice Gauthier, Andrea Alvarez, Julian Wortley, David van Rijswijk, Jurriaan Car, Josip Lilienthal, Anneliese Tudor Car, Lorainne Zary, Nabil Nikolaou, Charoula K. |
author_sort | Gentry, Sarah |
collection | NTU |
description | This is a protocol for a Cochrane Review (Intervention). 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. |
first_indexed | 2025-02-19T03:52:55Z |
format | Journal Article |
id | ntu-10356/89569 |
institution | Nanyang Technological University |
language | English |
last_indexed | 2025-02-19T03:52:55Z |
publishDate | 2018 |
record_format | dspace |
spelling | ntu-10356/895692020-11-01T05:32:12Z Serious gaming and gamification interventions for health professional education Gentry, Sarah L'Estrade Ehrstrom, Beatrice Gauthier, Andrea Alvarez, Julian Wortley, David van Rijswijk, Jurriaan Car, Josip Lilienthal, Anneliese Tudor Car, Lorainne Zary, Nabil Nikolaou, Charoula K. Lee Kong Chian School of Medicine (LKCMedicine) Gamification Serious Gaming DRNTU::Science::Medicine This is a protocol for a Cochrane Review (Intervention). 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. Published version 2018-12-19T03:36:39Z 2019-12-06T17:28:35Z 2018-12-19T03:36:39Z 2019-12-06T17:28:35Z 2016 Journal Article Gentry, S., L'Estrade Ehrstrom, B., Gauthier, A., Alvarez, J., Wortley, D., van Rijswijk, J., . . . Zary, N. (2016). Serious gaming and gamification interventions for health professional education. Cochrane Database of Systematic Reviews, 2016(6), CD012209-. doi:10.1002/14651858.CD012209 https://hdl.handle.net/10356/89569 http://hdl.handle.net/10220/47083 10.1002/14651858.CD012209 en Cochrane Database of Systematic Reviews © 2016 The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). This paper was published in Cochrane Database of Systematic Reviews and is made available as an electronic reprint (preprint) with permission of The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). The published version is available at: [http://dx.doi.org/10.1002/14651858.CD012209]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law. 18 p. application/pdf |
spellingShingle | Gamification Serious Gaming DRNTU::Science::Medicine Gentry, Sarah L'Estrade Ehrstrom, Beatrice Gauthier, Andrea Alvarez, Julian Wortley, David van Rijswijk, Jurriaan Car, Josip Lilienthal, Anneliese Tudor Car, Lorainne Zary, Nabil Nikolaou, Charoula K. Serious gaming and gamification interventions for health professional education |
title | Serious gaming and gamification interventions for health professional education |
title_full | Serious gaming and gamification interventions for health professional education |
title_fullStr | Serious gaming and gamification interventions for health professional education |
title_full_unstemmed | Serious gaming and gamification interventions for health professional education |
title_short | Serious gaming and gamification interventions for health professional education |
title_sort | serious gaming and gamification interventions for health professional education |
topic | Gamification Serious Gaming DRNTU::Science::Medicine |
url | https://hdl.handle.net/10356/89569 http://hdl.handle.net/10220/47083 |
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