Background: The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes.
Objectives: The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes.
Search Methods: We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update.
Selection Criteria: We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules".
Data Collection And Analysis: Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction.
Main Results: The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The second study compared game-based learning ("Snakes and Ladders" board game) with traditional case-based learning of stroke prevention and management. The effect on knowledge was not statistically different between the two groups immediately and 3 months after the intervention. The level of reported enjoyment was higher in the game-based group.
Authors' Conclusions: The findings of this systematic review neither confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.
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http://dx.doi.org/10.1002/14651858.CD006411.pub4 | DOI Listing |
Background: The use of digital health strategies for cancer care increased dramatically in the United States over the past 4 years. However, a dearth of knowledge remains about the use of digital health for cancer prevention for some populations with heath disparities. Therefore, the purpose of the present scoping review was to identify digital health interventions for cancer prevention designed for people with disabilities.
View Article and Find Full Text PDFDigit Health
January 2025
Division of Rheumatology, Department of Medicine (DMED), ASUFC, University of Udine, Udine, Italy.
Background: Immersive Virtual Reality (VR) has been applied in pain management for various conditions, but its use in fibromyalgia (FM) remains underexplored. While physical activity plays a role in treating FM, patients' low tolerance often limits its effectiveness. After reviewing the literature on VR and games for FM, we designed a novel VR exergame to assist FM patients in performing physical activity, and evaluate its feasibility.
View Article and Find Full Text PDFJ Neurol
January 2025
Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, CH-4031, Basel, Switzerland.
Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.
Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days.
Risk Manag Healthc Policy
January 2025
Department of Maternity Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, Jawa Barat, Indonesia.
Many interventions have been studied to improve sexual and reproductive health (SRH) knowledge and attitudes. These interventions aim to prevent adolescents from the risk of sexually transmitted infections (STIs), unwanted pregnancy, and abortion. The lack of comprehensive sex education contributes to adolescents' limited understanding of SRH.
View Article and Find Full Text PDFHeliyon
January 2025
Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, 1, University Rd., Tainan, 701401, Taiwan.
Introduction: Although the coronavirus disease 2019 (COVID-19) pandemic has ceased globally, individuals may still suffer from various psychological burdens in the post-COVID-19 era. The present observational cross-sectional study investigated how fear of COVID-19 can affect mental health through mediators including stress, perceived stigma, and preventive behaviors among young adults in Ghana.
Methods: A total of 635 participants aged between 18 and 29 years (mean age = 20.
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