A systematic review of serious games in medical education : quality of evidence and pedagogical strategy
View/ Open
Date
2018-02-19Authors
Gorbanev, IouriAgudelo-Londoño, Sandra
González, Rafael A.
Cortés Martínez, Ariel Emilio
Pomares Quimbaya, Alexandra
Delgadillo Sánchez, Vivian Paola
Yepes, Francisco J.
Muñoz, Óscar
Corporate Author(s)
Pontificia Universidad Javeriana. Facultad de Medicina. Departamento de Medicina Interna. Grupo de Investigación de Enfermedades Crónicas del Adulto
Type
Artículo de revista
ISSN
1087-2981 (Electrónico)
COAR
Artículo de revistaShare this record
Citación
Metadata
Show full item record
PDF documents
Abstract
Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games?
Methods: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles.
Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited.
Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.
Keywords
Video gamesComparative effectiveness research
Evidence-based practice
Medical education
Review
Link to the resource
https://www.tandfonline.com/doi/full/10.1080/10872981.2018.1438718?scroll=top&needAccess=trueSource
Medical Education Online; Volumen 23 Número 1 , Páginas 1 - 9 (2018)
Google Analytics Statistics
Collections
- Artículos [275]