Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review

被引:0
|
作者
Salehi, Amir Mohammad [1 ]
Mohammadi, Hossein Ali [2 ]
Jenabi, Ensiyeh [3 ,6 ]
Khanlarzadeh, Elham [4 ]
Ashtari, Koosha [5 ]
机构
[1] Hamadan Univ Med Sci, Student Res Comm, Hamadan, Iran
[2] Hamadan Univ Med Sci, Student Res Comm, Sch Med, Hamadan, Iran
[3] Hamadan Univ Med Sci, Autism Spectrum Disorders Res Ctr, Hamadan, Iran
[4] Hamadan Univ Med Sci, Sch Med, Dept Community Med, Hamadan, Iran
[5] Hamedan Univ Technol, Comp Engn, Hamadan, Iran
[6] Hamadan Univ Med Sci, Autism Spectrum Disorders Res Ctr, Shahid Fahmidah St, Hamadan 6517838736, Iran
关键词
evaluation methodologies; game; medical education; medical student; SERIOUS GAME; AGING GAME; STUDENTS; PERFORMANCE; SIMULATION; KNOWLEDGE; ANATOMY;
D O I
10.1177/10468781231195903
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Introduction Gamification is the use of game principles in non-game settings such as medical education. Effective evidence for using gamification in medical education needs well-designed studies that describe outcomes related to interventions. The study objective was to systematically review the study designs describing gamification interventions in medical education focusing on their characteristics and medical students' learning.Methods We systematically searched the databases, including Google Scholar, PubMed, Scopus, and Web of Science until 2021. Articles were appraised using the Medical Education Research Quality Instrument (MERSQI).Results The search result included 423 articles, of which 53 articles had inclusion criteria. Of these, 23 articles were classified in the non-electronic games group and 30 studies in the electronic games group. The quality of evidence in both groups was assessed using the MERSQI average checklist. In total, 90% of studies reported the effectiveness of game intervention in one of the 4 levels of the Kirkpatrick pyramid. The predominant pedagogical approach in both groups was the cognitive approach. The psychomotor approach and the affective approach were more prominent in the electronic and non-electronic games groups, respectively.Conclusion This study shows that gamification training techniques improve the performance of medical students in most cases.
引用
收藏
页码:598 / 620
页数:23
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