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Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022
16 references·0 citing·57 second hopsampled
Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022 (2024)Reflecting on gamified learning in medica…A systematic review of health sciences students’ online learning during the COVID-19 pandemic (2022)A systematic review of health…The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: An…The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)The Effects of Gamification o…Handbook of Game-Based Learning. (2020)Handbook of Game-Based Learni…Gamification of health professions education: a systematic review (2020)Gamification of health profes…AntibioGame®: A serious game for teaching medical students about antibiotic use (2020)AntibioGame®: A serious game …Using online game-based platforms to improve student performance and engagement in histology teaching (2019)Using online game-based platf…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Computer Games in Education (2018)Computer Games in EducationStudent perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology (2015)Student perceptions of gamifi…Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments (2015)Interplay of prior knowledge,…Head to head: The role of academic competition in undergraduate anatomical education (2014)Head to head: The role of aca…Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study (2012)Impact of online instructiona…A typology of reviews: an analysis of 14 review types and associated methodologies (2009)A typology of reviews: an ana…Towards a Model of School-based Curriculum Development and Assessment Using the SOLO Taxonomy (1989)Towards a Model of School-bas…Oxford English dictionary (2004)The Oxford English Dictionary Online (2004)Cochrane Handbook for Systematic Reviews of Interventions (2008)Scoping studies: advancing the methodology (2010)Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach (2018)Literature review as a research methodology: An overview and guidelines (2019)Generational Influences in Academic Emergency Medicine: Teaching and Learning, Mentoring, and Technology (Part I) (2011)The Challenges and Opportunities of Teaching “Generation Y” (2011)A User-Centered Theoretical Framework for Meaningful Gamification (2012)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Benefits of gamification in medical education (2022)Game-based learning in medical education (2023)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Is working memory training effective? A meta-analytic review. (2012)Reality is broken: why games make us better and how they can change the world (2012)Introduction to Multimedia Learning (2021)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)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)Teaching Digital Natives: Partnering for Real Learning (2010)Teaching digital natives: Partnering for real learning (2010)Gamification. using game-design elements in non-gaming contexts (2011)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Gamification of cooperation: A framework, literature review and future research agenda (2022)Bias in meta-analysis detected by a simple, graphical test (1997)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Effectiveness of serious games in nurse education: A systematic review (2021)Application of Gamification Tools for Identification of Neurocognitive and Social Function in Distance Learning Education (2022)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)A Handbook of Child Psychology (1932)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A THEORY OF HUMAN MOTIVATION (2017)Enhancing Attentional Control: Lessons from Action Video Games (2019)Four Ways of Considering Emotion in Cognitive Load Theory (2019)Control-Value Theory: From Achievement Emotion to a General Theory of Human Emotions (2024)A Theory of Social Comparison Processes (1954)The role of deliberate practice in the acquisition of expert performance. (1993)Rayyan—a web and mobile app for systematic reviews (2016)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Gamification of e-learning in higher education: a systematic literature review (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Implementing the 27 PRISMA 2020 Statement items for systematic reviews in the sport and exercise medicine, musculoskeletal rehabilitation and sports science fields: the PERSiST (implementing Prisma in Exercise, Rehabilitation, Sport medicine and SporTs science) guidance (2021)Preliminary guideline for reporting bibliometric reviews of the biomedical literature (BIBLIO): a minimum requirements (2023)Virtual reality and gamification in education: a systematic review (2024)The Psychology of Intelligence. (1951)The Process of Education (1960)A theory of cognitive development: The control and construction of hierarchies of skills. (1980)Assessing Learning Quality: reconciling institutional, staff and educational demands (1996)Assessment and Classroom Learning: a deductive approach (1998)Applying the Structure of the Observed Learning Outcomes (SOLO) Taxonomy on Student's Learning Outcomes: An empirical study (2002)
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References

  • 2021The PRISMA 2020 statement: An updated guideline for reporting systematic reviews11,672 cited
  • 2009A typology of reviews: an analysis of 14 review types and associated methodologies10,781 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2020Gamification of health professions education: a systematic review623 cited
  • 2018Computer Games in Education412 cited
  • 2020Handbook of Game-Based Learning.352 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2019Using online game-based platforms to improve student performance and engagement in histology teaching259 cited
  • 1989Towards a Model of School-based Curriculum Development and Assessment Using the SOLO Taxonomy206 cited
  • 2020The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis172 cited
  • 2015Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology108 cited
  • 2015Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments107 cited
  • 2022A systematic review of health sciences students’ online learning during the COVID-19 pandemic100 cited
  • 2012Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study

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87 cited
  • 2014Head to head: The role of academic competition in undergraduate anatomical education84 cited
  • 2020AntibioGame®: A serious game for teaching medical students about antibiotic use77 cited
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