Cargando…
Gamification of health professions education: a systematic review
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students’ learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empiric...
Autores principales: | , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Netherlands
2020
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8041684/ https://www.ncbi.nlm.nih.gov/pubmed/33128662 http://dx.doi.org/10.1007/s10459-020-10000-3 |
_version_ | 1783677984812564480 |
---|---|
author | van Gaalen, A. E. J. Brouwer, J. Schönrock-Adema, J. Bouwkamp-Timmer, T. Jaarsma, A. D. C. Georgiadis, J. R. |
author_facet | van Gaalen, A. E. J. Brouwer, J. Schönrock-Adema, J. Bouwkamp-Timmer, T. Jaarsma, A. D. C. Georgiadis, J. R. |
author_sort | van Gaalen, A. E. J. |
collection | PubMed |
description | Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students’ learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student. |
format | Online Article Text |
id | pubmed-8041684 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Springer Netherlands |
record_format | MEDLINE/PubMed |
spelling | pubmed-80416842021-04-27 Gamification of health professions education: a systematic review van Gaalen, A. E. J. Brouwer, J. Schönrock-Adema, J. Bouwkamp-Timmer, T. Jaarsma, A. D. C. Georgiadis, J. R. Adv Health Sci Educ Theory Pract Review Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students’ learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student. Springer Netherlands 2020-10-31 2021 /pmc/articles/PMC8041684/ /pubmed/33128662 http://dx.doi.org/10.1007/s10459-020-10000-3 Text en © The Author(s) 2020 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Review van Gaalen, A. E. J. Brouwer, J. Schönrock-Adema, J. Bouwkamp-Timmer, T. Jaarsma, A. D. C. Georgiadis, J. R. Gamification of health professions education: a systematic review |
title | Gamification of health professions education: a systematic review |
title_full | Gamification of health professions education: a systematic review |
title_fullStr | Gamification of health professions education: a systematic review |
title_full_unstemmed | Gamification of health professions education: a systematic review |
title_short | Gamification of health professions education: a systematic review |
title_sort | gamification of health professions education: a systematic review |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8041684/ https://www.ncbi.nlm.nih.gov/pubmed/33128662 http://dx.doi.org/10.1007/s10459-020-10000-3 |
work_keys_str_mv | AT vangaalenaej gamificationofhealthprofessionseducationasystematicreview AT brouwerj gamificationofhealthprofessionseducationasystematicreview AT schonrockademaj gamificationofhealthprofessionseducationasystematicreview AT bouwkamptimmert gamificationofhealthprofessionseducationasystematicreview AT jaarsmaadc gamificationofhealthprofessionseducationasystematicreview AT georgiadisjr gamificationofhealthprofessionseducationasystematicreview |