Aim: To systematically review published literature to evaluate the impact of gamified learning on educational and clinical outcomes during life support education.
Methods: This systematic review was conducted as part of the continuous evidence evaluation process of the International Liaison Committee on Resuscitation (ILCOR). A search of PubMed, Embase, and Cochrane was conducted from inception until February 12, 2024. Studies examining incorporation of gamified learning were eligible for inclusion. Reviewers independently extracted data on study design and outcomes; appropriate risk of bias assessment tools were used across all outcomes.
Results: 2261 articles were identified and screened, yielding sixteen articles (seven randomized trials, nine observational studies) which comprised the final review. No meta-analyses were conducted due to significant heterogeneity of intervention, population, and outcome. Only one study was found to have a low risk of bias; the remaining studies were found to have moderate to high risk. Fourteen studies were in healthcare providers and two were in laypersons. Most studies (11 of 16) examined the impact of a digital platform (computer or smartphone). Most (15 of 16) studies found a positive effect on at least one educational domain; one study found no effect. No included study found a negative effect on any educational domain.
Conclusion: This systematic review found a very heterogeneous group of studies with low certainty evidence, all but one of which demonstrated a positive effect on one or more educational domains. Future studies should examine the underlying causes of improved learning with gamification and assess the resource requirements with implementation and dissemination of gamified learning.
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http://dx.doi.org/10.1016/j.resplu.2024.100640 | DOI Listing |
The integration of gamification into educational institutions has recently attracted considerable interest, owing to the digital era and emerging learning contexts. This study examined how immersion, an essential feature of games, affects various dimensions of education, including satisfaction of basic psychological needs (BPNS), academic engagement, perceived learning effectiveness, and perceived academic performance. Based on Self-determination Theory and the Theory of Gamified Learning, this study investigated how immersion influences autonomy, competence, and relatedness among learners, which could directly affect their engagement and outcomes.
View Article and Find Full Text PDFJMIR Serious Games
December 2024
Department of Nursing, Mianyang Central Hospital, Affiliated with the School of Medicine, University of Electronic Science and Technology of China, No.12 Changjia Alley, Jingzhong Street, Fucheng District, Mianyang, 621000, China, 86 13778440262.
Background: With climate change, the number of natural disasters is increasing globally, and the resulting weather-related events lead to increased loss of life and property. Meanwhile, the significance of disaster education is becoming increasingly important. Despite natural disasters being hard to predict, people's responses to such events can be improved by education and training.
View Article and Find Full Text PDFExerc Sport Sci Rev
December 2024
Department of Informatics, Indiana University, Bloomington, IN.
Physical inactivity and sedentarism among autistic adults are a growing public health concern. Focusing on the integration of behavior change theories and emphasizing the unique preference for visuospatial learning and gaming technology, we hypothesize that gamified mobile health (mHealth) applications can be effective at increasing free-living physical activity and reducing sedentary behavior in autistic adults.
View Article and Find Full Text PDFPeerJ Comput Sci
November 2024
School of Systems and Technology, University of Management and Technology, Lahore, Pakistan.
Programming courses in computer science play a crucial role as they often serve as students' initial exposure to computer programming. Many university students find introductory courses overwhelming due to the vast amount of information they need to grasp. The traditional teacher-lecturer model used in university lecture halls frequently leads to low motivation and student participation.
View Article and Find Full Text PDFActa Psychol (Amst)
November 2024
College of Informatics and Computing Sciences, Batangas State University The National Engineering University, Philippines. Electronic address:
Despite growing interest in both fields, research into how positive psychology principles and gamification can be integrated in Computer-Assisted Language Learning (CALL) environments and their impact on language learning outcomes remains insufficiently explored. Thus, this study intends to contribute by implementing a 10-week gamified learning program using the Quizizz application within CALL classrooms at a university in Thailand. A total of 69 first-year students, experiencing gamified learning-which integrates game elements into educational activities-for the first time, participated in this sequential explanatory mixed-method study, which combined a single-group design with narrative frames.
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