Serious gaming and gamification interventions for health professional education

This is a protocol for a Cochrane Review (Intervention). The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre‐ and post‐registration health professional education compared with traditional learning, other types of eLearning,...

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Main Authors: Gentry, Sarah, L'Estrade Ehrstrom, Beatrice, Gauthier, Andrea, Alvarez, Julian, Wortley, David, van Rijswijk, Jurriaan, Car, Josip, Lilienthal, Anneliese, Tudor Car, Lorainne, Zary, Nabil, Nikolaou, Charoula K.
Other Authors: Lee Kong Chian School of Medicine (LKCMedicine)
Format: Article
Language:English
Published: 2018
Subjects:
Online Access:https://hdl.handle.net/10356/89569
http://hdl.handle.net/10220/47083
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-895692020-11-01T05:32:12Z Serious gaming and gamification interventions for health professional education Gentry, Sarah L'Estrade Ehrstrom, Beatrice Gauthier, Andrea Alvarez, Julian Wortley, David van Rijswijk, Jurriaan Car, Josip Lilienthal, Anneliese Tudor Car, Lorainne Zary, Nabil Nikolaou, Charoula K. Lee Kong Chian School of Medicine (LKCMedicine) Gamification Serious Gaming DRNTU::Science::Medicine This is a protocol for a Cochrane Review (Intervention). The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre‐ and post‐registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students’ knowledge, skills, professional attitudes and satisfaction. Published version 2018-12-19T03:36:39Z 2019-12-06T17:28:35Z 2018-12-19T03:36:39Z 2019-12-06T17:28:35Z 2016 Journal Article Gentry, S., L'Estrade Ehrstrom, B., Gauthier, A., Alvarez, J., Wortley, D., van Rijswijk, J., . . . Zary, N. (2016). Serious gaming and gamification interventions for health professional education. Cochrane Database of Systematic Reviews, 2016(6), CD012209-. doi:10.1002/14651858.CD012209 https://hdl.handle.net/10356/89569 http://hdl.handle.net/10220/47083 10.1002/14651858.CD012209 en Cochrane Database of Systematic Reviews © 2016 The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). This paper was published in Cochrane Database of Systematic Reviews and is made available as an electronic reprint (preprint) with permission of The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). The published version is available at: [http://dx.doi.org/10.1002/14651858.CD012209]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law. 18 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Gamification
Serious Gaming
DRNTU::Science::Medicine
spellingShingle Gamification
Serious Gaming
DRNTU::Science::Medicine
Gentry, Sarah
L'Estrade Ehrstrom, Beatrice
Gauthier, Andrea
Alvarez, Julian
Wortley, David
van Rijswijk, Jurriaan
Car, Josip
Lilienthal, Anneliese
Tudor Car, Lorainne
Zary, Nabil
Nikolaou, Charoula K.
Serious gaming and gamification interventions for health professional education
description This is a protocol for a Cochrane Review (Intervention). The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre‐ and post‐registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students’ knowledge, skills, professional attitudes and satisfaction.
author2 Lee Kong Chian School of Medicine (LKCMedicine)
author_facet Lee Kong Chian School of Medicine (LKCMedicine)
Gentry, Sarah
L'Estrade Ehrstrom, Beatrice
Gauthier, Andrea
Alvarez, Julian
Wortley, David
van Rijswijk, Jurriaan
Car, Josip
Lilienthal, Anneliese
Tudor Car, Lorainne
Zary, Nabil
Nikolaou, Charoula K.
format Article
author Gentry, Sarah
L'Estrade Ehrstrom, Beatrice
Gauthier, Andrea
Alvarez, Julian
Wortley, David
van Rijswijk, Jurriaan
Car, Josip
Lilienthal, Anneliese
Tudor Car, Lorainne
Zary, Nabil
Nikolaou, Charoula K.
author_sort Gentry, Sarah
title Serious gaming and gamification interventions for health professional education
title_short Serious gaming and gamification interventions for health professional education
title_full Serious gaming and gamification interventions for health professional education
title_fullStr Serious gaming and gamification interventions for health professional education
title_full_unstemmed Serious gaming and gamification interventions for health professional education
title_sort serious gaming and gamification interventions for health professional education
publishDate 2018
url https://hdl.handle.net/10356/89569
http://hdl.handle.net/10220/47083
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