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dc.contributor.authorMaheu-Cadotte, Marc-André
dc.contributor.authorDubé, Véronique
dc.contributor.authorCossette, Sylvie
dc.contributor.authorLapierre, Alexandra
dc.contributor.authorFontaine, Guillaume
dc.contributor.authorDeschênes, Marie-France
dc.contributor.authorLavoie, Patrick
dc.date.accessioned2021-08-30T14:22:30Z
dc.date.availableNO_RESTRICTIONfr
dc.date.available2021-08-30T14:22:30Z
dc.date.issued2021-08-19
dc.identifier.urihttp://hdl.handle.net/1866/25506
dc.publisherJMIR Publicationsfr
dc.rightsCe document est mis à disposition selon les termes de la Licence Creative Commons Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 International License.
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/deed.fr
dc.subjectGame-based learningfr
dc.subjectHealth professions educationfr
dc.subjectParticipatory designfr
dc.subjectSystematic reviewfr
dc.subjectUser-centered designfr
dc.subjectSerious gamesfr
dc.subjectGame developmentfr
dc.subjectEnd usersfr
dc.subjectEducationfr
dc.titleInvolvement of end users in the development of serious games for health care professions education : systematic descriptive reviewfr
dc.typeArticlefr
dc.contributor.affiliationUniversité de Montréal. Faculté des sciences infirmièresfr
dc.identifier.doi10.2196/28650
dcterms.abstractBackground: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users’ involvement in SG development. Objective: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education. Methods: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages. Results: End users’ involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7). Conclusions: Researchers mentioned end users’ involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.fr
dcterms.isPartOfurn:ISSN:2291-9279fr
dcterms.languageengfr
UdeM.ReferenceFournieParDeposanthttps://doi.org/10.2196/28650fr
UdeM.VersionRioxxVersion publiée / Version of Recordfr
oaire.citationTitleJMIR serious gamesfr
oaire.citationVolume9fr
oaire.citationIssue3fr


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Ce document est mis à disposition selon les termes de la Licence Creative Commons 
Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 
International License.
Usage rights : Ce document est mis à disposition selon les termes de la Licence Creative Commons Paternité 4.0 International. / This work is licensed under a Creative Commons Attribution 4.0 International License.