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A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students
16 references·2 citing·38 second hop
A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students (2020)A scoping review of randomised controlled…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance (2019)Overcoming the novelty effect…Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Gamification in Apps and Tech…PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)PRISMA Extension for Scoping …Gamified learning in higher education: A systematic review of the literature (2018)Gamified learning in higher e…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Group work as an incentive for learning – students’ experiences of group work (2014)Group work as an incentive fo…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention (2013)Computer game-based and tradi…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Preferred reporting items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)Game-thinking; utilizing seri…Gamification on Instagram: Nursing students' degree of satisfaction with and perception of learning in an educational game (2022)Gamification on Instagram: Nu…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Intraclass correlations: Uses in assessing rater reliability. (1979)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The maturing of gamification research (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Barriers to student active learning in higher education (2020)Scoping studies: towards a methodological framework (2005)Scoping studies: advancing the methodology (2010)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Benefits of gamification in medical education (2022)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): Explanation and Elaboration (2007)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)
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References

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  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement.44,857 cited
  • 2018PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation43,318 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2018Gamified learning in higher education: A systematic review of the literature875 cited
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  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2019Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review280 cited
  • 2014Group work as an incentive for learning – students’ experiences of group work

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202 cited
  • 2019Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance196 cited
  • 2013Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention181 cited
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    • 2025Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis55 cited
    • 2022Gamification on Instagram: Nursing students' degree of satisfaction with and perception of learning in an educational game43 cited