SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Serious Gaming in Medical Education
8 references·13 citing·52 second hop
Serious Gaming in Medical Education (2016)Serious Gaming in Medical EducationA Systematic Review of Serious Games in Training Health Care Professionals (2015)A Systematic Review of Seriou…Gaming science: the “Gamification” of scientific thinking (2013)Gaming science: the “Gamifica…Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students (2013)Game-Based E-Learning Is More…Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention (2013)Computer game-based and tradi…Twelve tips for facilitating Millennials’ learning (2012)Twelve tips for facilitating …The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education (2011)The Impact of Specially Desig…Serious gaming technology in major incident triage training: A pragmatic controlled trial (2010)Serious gaming technology in …Rapid prototyping: An alternative instructional design strategy (1990)Rapid prototyping: An alterna…Gamification in education: A citation network analysis using CitNetExplorer (2023)Gamification in education: A …An Interdisciplinary Study on Generative AI: Exploring Its Efficacy in Mental Health Interventions within the Gaming Ecosystem (2023)An Interdisciplinary Study on…An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study (2022)An evaluation of undergraduat…The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge (2021)The Effectiveness of a Seriou…Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students (2021)Educational Hall Escape: Incr…Development and questionnaire-based evaluation of virtual dental clinic: a serious game for training dental students (2021)Development and questionnaire…Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma (2021)Comparison of the effectivene…Validation of a mobile game-based assessment of cognitive control among children and adolescents (2020)Validation of a mobile game-b…Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Investigating Serious Games T…Escape Rooms as a Clinical Evaluation Method for Nursing Students (2020)Escape Rooms as a Clinical Ev…Making Learning Fun: Gaming in Radiology Education (2019)Making Learning Fun: Gaming i…Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol (2018)Effectiveness of serious game…Creating GridlockED: A Serious Game for Teaching About Multipatient Environments (2018)Creating GridlockED: A Seriou…Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions (1987)Fourth-Generation Evaluation (1988)Paradigms in the theory and practice of education and training design (2004)DESIGNING FORMATIVE ASSESSMENT SOFTWARE WITH TEACHERS: AN ANALYSIS OF THE CO-DESIGN PROCESS (2007)Instructional Design Models (2013)Fourth Generation Evaluation (2014)Generations at Work (2000)Generational changes and their impact in the classroom: teaching Generation Me (2009)Enhancing entrepreneurial education: Developing competencies for success (2019)Impact of COVID-19 on academic activities and way forward in Indian Optometry (2020)Satisfaction with online learning in the new normal: perspective of students and faculty at medical and health sciences colleges (2021)Thought and language (1962)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)Are Serious Games a Good Strategy for Pharmacy Education? (2015)Gamification and learning: a review of issues and research (2015)The Effect of Achievement Badges on Students’ Behavior: An Empirical Study in a University-Level Computer Science Course (2015)Statistics notes: Cronbach's alpha: Table 1 (1997)Rules of Play: Game Design Fundamentals (2003)CONSORT 2010 Explanation and Elaboration: updated guidelines for reporting parallel group randomised trials (2010)AntibioGame®: A serious game for teaching medical students about antibiotic use (2020)Efficacy of Serious Games in Healthcare Professions Education (2020)The Shift to Gamification in Education: A Review on Dominant Issues (2020)Cognitive Load During Problem Solving: Effects on Learning (1988)Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants (2012)Developing Cognitive Skills Through Active Learning: A Systematic Review of Health Care Professions (2019)The impact of a serious game on vocabulary and content learning (2019)Application of the Educational Game to Enhance Student Learning (2021)Evaluating Training Programs : The Four Levels (2009)Head to head: The role of academic competition in undergraduate anatomical education (2014)Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review. (2014)A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)Disruptive technologies: catching the wave (1995)Association Between Funding and Quality of Published Medical Education Research (2007)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial (2017)Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming (2019)Effectiveness of serious games in nurse education: A systematic review (2021)Cochrane Handbook for Systematic Reviews of Interventions (2008)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Educational gaming for dental students: Design and assessment of a pilot endodontic‐themed escape game (2020)My Current Thoughts on Coefficient Alpha and Successor Procedures (2004)From game design elements to gamefulness (2011)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation (2022)Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review (2024)Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)Serious Games: A New Paradigm for Education? (2011)A Comprehensive Review of Serious Games in Health Professions (2014)Success factors for serious games to enhance learning: a systematic review (2016)
this work references cited by second hop

References

  • 1990Rapid prototyping: An alternative instructional design strategy453 cited
  • 2015A Systematic Review of Serious Games in Training Health Care Professionals306 cited
  • 2010Serious gaming technology in major incident triage training: A pragmatic controlled trial256 cited
  • 2012Twelve tips for facilitating Millennials’ learning248 cited
  • 2013Gaming science: the “Gamification” of scientific thinking219 cited
  • 2013Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students200 cited
  • 2013Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention181 cited
  • 2011The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education109 cited

Cited by

  • 2018Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol103 cited
  • 2020Escape Rooms as a Clinical Evaluation Method for Nursing Students69 cited
  • 2019Making Learning Fun: Gaming in Radiology Education69 cited
  • 2021The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge63 cited
  • 2022An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

55 cited
  • 2018Creating GridlockED: A Serious Game for Teaching About Multipatient Environments54 cited
  • 2020Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review54 cited
  • 2021Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma51 cited
  • 2023Gamification in education: A citation network analysis using CitNetExplorer38 cited
  • 2021Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students34 cited
  • 2021Development and questionnaire-based evaluation of virtual dental clinic: a serious game for training dental students34 cited
  • 2020Validation of a mobile game-based assessment of cognitive control among children and adolescents32 cited
  • 2023An Interdisciplinary Study on Generative AI: Exploring Its Efficacy in Mental Health Interventions within the Gaming Ecosystem9 cited