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
暂无分享,去创建一个
Sylvie Cossette | Marc-André Maheu-Cadotte | Tanya Mailhot | Gabrielle Mathieu-Dupuis | Guillaume Fontaine | Fabio Balli | Véronique Dubé | Patrick Lavoie | Alexis Cournoyer | G. Fontaine | S. Cossette | Marc-André Maheu-Cadotte | Tanya Mailhot | Gabrielle Mathieu-Dupuis | Patrick Lavoie | V. Dubé | F. Balli | A. Cournoyer | Véronique Dubé
[1] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[2] Jason H. Szostek,et al. Comparative effectiveness of instructional design features in simulation-based education: Systematic review and meta-analysis , 2013, Medical teacher.
[3] Claudia Schrader,et al. Learning in Educational Computer Games for Novices: The Impact of Support Provision Types on Virtual Presence, Cognitive Load, and Learning Outcomes. , 2012 .
[4] Jonas Gloeckner,et al. Rules Of Play Game Design Fundamentals , 2016 .
[5] Ann Blandford,et al. Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis , 2016, Translational behavioral medicine.
[6] Irem Gökçe Yildirim,et al. Time Pressure as Video Game Design Element and Basic Need Satisfaction , 2016, CHI Extended Abstracts.
[7] D. Cook,et al. Instructional Design Variations in Internet-Based Learning for Health Professions Education: A Systematic Review and Meta-Analysis , 2010, Academic medicine : journal of the Association of American Medical Colleges.
[8] Jodi Asbell-Clarke,et al. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..
[9] P. Shekelle,et al. Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement , 2015, Systematic Reviews.
[10] Larry Johnson,et al. The NMC Horizon Report: 2012 Higher Education Edition. , 2012 .
[11] Yiannis Kyratsis,et al. Serious electronic games as behavioural change interventions in healthcare-associated infections and infection prevention and control: a scoping review of the literature and future directions , 2016, Antimicrobial Resistance & Infection Control.
[12] Aleksandra E Olszewski,et al. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development , 2017, Simulation in healthcare : journal of the Society for Simulation in Healthcare.
[13] Jeffrey Earp,et al. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games , 2016, Comput. Educ..
[14] Jacob Cohen. Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.
[15] D. Sackett,et al. Cochrane Collaboration , 1994, BMJ.
[16] Dan Hunter,et al. The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win , 2015 .
[17] Peter Wolf,et al. The effect of different difficulty adaptation strategies on enjoyment and performance in a serious game for memory training , 2014, 2014 IEEE 3nd International Conference on Serious Games and Applications for Health (SeGAH).
[18] M. Schijven,et al. Systematic review of serious games for medical education and surgical skills training , 2012, The British journal of surgery.
[19] Hans W. Giessen,et al. Serious Games Effects: An Overview☆ , 2015 .
[20] P. Wouters,et al. A meta-analysis of the cognitive and motivational effects of serious games , 2013 .
[21] J. Ioannidis,et al. The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration , 2009, Annals of Internal Medicine [serial online].
[22] L. McAuley,et al. Cochrane Effective Practice and Organisation of Care group , 2018 .
[23] Elaine Biech,et al. ASTD handbook for workplace learning professionals , 2008 .
[24] Rob Nadolski,et al. Serious games for higher education: a framework for reducing design complexity , 2008, J. Comput. Assist. Learn..
[25] David K. McGookin,et al. Hajukone: Developing an Open Source Olfactory Device , 2016, CHI Extended Abstracts.
[26] J. Higgins,et al. Cochrane Handbook for Systematic Reviews of Interventions , 2010, International Coaching Psychology Review.
[27] Jonathan Sherbino,et al. Debriefing for technology‐enhanced simulation: a systematic review and meta‐analysis , 2014, Medical education.
[28] Bryan P. Bergeron,et al. Developing serious games , 2006 .
[29] P. Shekelle,et al. Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015: elaboration and explanation , 2015, BMJ : British Medical Journal.
[30] M. Dijkers. Introducing GRADE: a systematic approach to rating evidence in systematic reviews and to guideline development , 2013 .
[31] Lucio Tommaso De Paolis,et al. A Comprehensive Review of Serious Games in Health Professions , 2014, Int. J. Comput. Games Technol..
[32] Dietmar Pfahl,et al. An experiment for evaluating the effectiveness of using a system dynamics simulation model in software project management education , 2001, Proceedings Seventh International Software Metrics Symposium.
[33] Jean Écalle,et al. Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..
[34] Ian Dunwell,et al. Essential features of serious games design in higher education: Linking learning attributes to game mechanics , 2017, Br. J. Educ. Technol..
[35] Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems , 2016 .
[36] Janice Baranowski,et al. Story Immersion in a Health Videogame for Childhood Obesity Prevention. , 2012, Games for health journal.
[37] Deborah I Thompson,et al. A meta-analysis of serious digital games for healthy lifestyle promotion. , 2014, Preventive medicine.
[38] M. Csíkszentmihályi. Beyond boredom and anxiety , 1975 .
[39] Bruce Neal,et al. A Systematic Review of the Impact of Adherence on the Effectiveness of e-Therapies , 2011, Journal of medical Internet research.
[40] Javier García,et al. SIMBA: A simulator for business education and research , 2010, Decis. Support Syst..
[41] Christa R. Nevin,et al. Gamification as a tool for enhancing graduate medical education , 2014, Postgraduate Medical Journal.
[42] Sus Lundgren,et al. Game Mechanics : Describing Computer-Augmented Games in Terms of Interaction , 2002 .
[43] Davin Pavlas,et al. A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States , 2010 .
[44] Daniel Katz,et al. A Systematic Review of Serious Games in Training Health Care Professionals , 2016, Simulation in healthcare : journal of the Society for Simulation in Healthcare.
[45] Heinz Mandl,et al. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction , 2017, Comput. Hum. Behav..
[46] Alessandro De Gloria,et al. Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..