TY - JOUR
T1 - Serious Gaming and Gamification interventions for health professional education
AU - Gentry, Sarah
AU - L'Estrade Ehrstrom, Beatrice
AU - Gauthier, Andrea
AU - Alvarez, Julian
AU - Wortley, David
AU - van Rijswijk, Jurriaan
AU - Car, Josip
AU - Lilienthal, Anneliese
AU - Tudor Car, Lorainne
AU - Nikolaou, Charoula K.
AU - Zary, Nabil
N1 - Publisher Copyright:
© 2016 The Cochrane Collaboration.
PY - 2016/6/3
Y1 - 2016/6/3
N2 - This is the protocol for a review and there is no abstract. The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students' knowledge, skills, professional attitudes and satisfaction.
AB - This is the protocol for a review and there is no abstract. The objectives are as follows: To evaluate the effectiveness of Serious Gaming and Gamification interventions for delivering pre- and post-registration health professional education compared with traditional learning, other types of eLearning, or other Serious Gaming and Gamification interventions. We will primarily assess the impact of these interventions on students' knowledge, skills, professional attitudes and satisfaction.
UR - http://www.scopus.com/inward/record.url?scp=84971669859&partnerID=8YFLogxK
U2 - 10.1002/14651858.CD012209
DO - 10.1002/14651858.CD012209
M3 - Review article
AN - SCOPUS:84971669859
SN - 1469-493X
VL - 2016
JO - The Cochrane database of systematic reviews
JF - The Cochrane database of systematic reviews
IS - 6
M1 - CD012209
ER -