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AntibioGame®: A serious game for teaching medical students about antibiotic use
15 references·4 citing·41 second hop
AntibioGame®: A serious game for teaching medical students about antibiotic use (2020)AntibioGame®: A serious game for teaching…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…A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness (2017)Comparative effectiveness of …On the Use and Misuse of Lectures in Higher Education (2015)On the Use and Misuse of Lect…A Systematic Review of Serious Games in Training Health Care Professionals (2015)A Systematic Review of Seriou…Septris (2014)SeptrisGame-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical 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References

  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2006Evaluating Training Programs: The Four Levels1,609 cited
  • 1956Evaluating Training Programs1,101 cited
  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2015A Systematic Review of Serious Games in Training Health Care Professionals306 cited
  • 2006Developing serious games258 cited
  • 2010The effect of educational games on medical students’ learning outcomes: A systematic review: BEME Guide No 14237 cited
  • 2013Educational games for health professionals219 cited
  • 2013Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students200 cited
  • 2010Medical student attitudes toward video games and related new media technologies in medical education195 cited
  • 2008Educational gaming in the health sciences: systematic review192 cited
  • 2015On the Use and Misuse of Lectures in Higher Education159 cited
  • 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
  • 2017Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness

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99 cited
  • 2014Septris79 cited
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    • 2020A comparative case study of 2D, 3D and immersive-virtual-reality applications for healthcare education71 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
    • 2022A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game43 cited
    • 2024Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness43 cited