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Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review

BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational softw...

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Autores principales: Maheu-Cadotte, Marc-André, Dubé, Véronique, Cossette, Sylvie, Lapierre, Alexandra, Fontaine, Guillaume, Deschênes, Marie-France, Lavoie, Patrick
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8414295/
https://www.ncbi.nlm.nih.gov/pubmed/34129514
http://dx.doi.org/10.2196/28650
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author Maheu-Cadotte, Marc-André
Dubé, Véronique
Cossette, Sylvie
Lapierre, Alexandra
Fontaine, Guillaume
Deschênes, Marie-France
Lavoie, Patrick
author_facet Maheu-Cadotte, Marc-André
Dubé, Véronique
Cossette, Sylvie
Lapierre, Alexandra
Fontaine, Guillaume
Deschênes, Marie-France
Lavoie, Patrick
author_sort Maheu-Cadotte, Marc-André
collection PubMed
description BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users’ involvement in SG development. OBJECTIVE: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education. METHODS: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages. RESULTS: End users’ involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7). CONCLUSIONS: Researchers mentioned end users’ involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.
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spelling pubmed-84142952021-09-24 Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review Maheu-Cadotte, Marc-André Dubé, Véronique Cossette, Sylvie Lapierre, Alexandra Fontaine, Guillaume Deschênes, Marie-France Lavoie, Patrick JMIR Serious Games Original Paper BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users’ involvement in SG development. OBJECTIVE: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education. METHODS: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages. RESULTS: End users’ involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7). CONCLUSIONS: Researchers mentioned end users’ involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement. JMIR Publications 2021-08-19 /pmc/articles/PMC8414295/ /pubmed/34129514 http://dx.doi.org/10.2196/28650 Text en ©Marc-André Maheu-Cadotte, Véronique Dubé, Sylvie Cossette, Alexandra Lapierre, Guillaume Fontaine, Marie-France Deschênes, Patrick Lavoie. Originally published in JMIR Serious Games (https://games.jmir.org), 19.08.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Maheu-Cadotte, Marc-André
Dubé, Véronique
Cossette, Sylvie
Lapierre, Alexandra
Fontaine, Guillaume
Deschênes, Marie-France
Lavoie, Patrick
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title_full Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title_fullStr Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title_full_unstemmed Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title_short Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
title_sort involvement of end users in the development of serious games for health care professions education: systematic descriptive review
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8414295/
https://www.ncbi.nlm.nih.gov/pubmed/34129514
http://dx.doi.org/10.2196/28650
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