A rapid review of serious games: From healthcare education to dental education

Introduction: Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious g...

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Bibliographic Details
Main Authors: Gallagher, J.E (Author), Hatzipanagos, S. (Author), Reynolds, P.A (Author), Sipiyaruk, K. (Author)
Format: Article
Language:English
Published: Blackwell Publishing Ltd 2018
Subjects:
Online Access:View Fulltext in Publisher
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001 10.1111-eje.12338
008 220706s2018 CNT 000 0 und d
020 |a 13965883 (ISSN) 
245 1 0 |a A rapid review of serious games: From healthcare education to dental education 
260 0 |b Blackwell Publishing Ltd  |c 2018 
856 |z View Fulltext in Publisher  |u https://doi.org/10.1111/eje.12338 
520 3 |a Introduction: Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. Aims: The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education. Methods: A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2). Results: Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact. Conclusion: Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction. © 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd 
650 0 4 |a article 
650 0 4 |a decision making 
650 0 4 |a Decision Making 
650 0 4 |a dental education 
650 0 4 |a dental student 
650 0 4 |a Education, Dental 
650 0 4 |a Education, Medical 
650 0 4 |a educational games 
650 0 4 |a health education 
650 0 4 |a healthcare education 
650 0 4 |a human 
650 0 4 |a human experiment 
650 0 4 |a Humans 
650 0 4 |a learning 
650 0 4 |a Learning 
650 0 4 |a medical education 
650 0 4 |a meta analysis 
650 0 4 |a Personal Satisfaction 
650 0 4 |a physiology 
650 0 4 |a procedures 
650 0 4 |a psychology 
650 0 4 |a psychomotor performance 
650 0 4 |a Psychomotor Performance 
650 0 4 |a randomized controlled trial (topic) 
650 0 4 |a rapid review 
650 0 4 |a satisfaction 
650 0 4 |a serious games 
650 0 4 |a skill 
650 0 4 |a student 
650 0 4 |a Students, Dental 
650 0 4 |a systematic review 
650 0 4 |a Systematic Reviews as Topic 
650 0 4 |a video game 
650 0 4 |a Video Games 
700 1 |a Gallagher, J.E.  |e author 
700 1 |a Hatzipanagos, S.  |e author 
700 1 |a Reynolds, P.A.  |e author 
700 1 |a Sipiyaruk, K.  |e author 
773 |t European Journal of Dental Education