Afficher la notice

dc.contributor.authorMaheu-Cadotte, Marc-André
dc.contributor.authorCossette, Sylvie
dc.contributor.authorDubé, Véronique
dc.contributor.authorFontaine, Guillaume
dc.contributor.authorLavallée, Andréane
dc.contributor.authorLavoie, Patrick
dc.contributor.authorMailhot, Tanya
dc.contributor.authorDeschênes, Marie-France
dc.date.accessioned2023-04-05T16:13:04Z
dc.date.availableNO_RESTRICTIONfr
dc.date.available2023-04-05T16:13:04Z
dc.date.issued2020-11-06
dc.identifier.urihttp://hdl.handle.net/1866/27743
dc.publisherLippincott, Williams and Wilkinsfr
dc.subjectGame-based learningfr
dc.subjectEducational gamingfr
dc.subjectMedical educationfr
dc.subjectSystematic reviewfr
dc.subjectMeta-analysisfr
dc.titleEfficacy of serious games in healthcare professions education : a systematic review and meta-analysisfr
dc.typeArticlefr
dc.contributor.affiliationUniversité de Montréal. Faculté des sciences infirmièresfr
dc.identifier.doi10.1097/SIH.0000000000000512
dcterms.abstractSummary Statement Serious games (SGs) are interactive and entertaining software designed primarily with an educational purpose. This systematic review synthesizes evidence from experimental studies regarding the efficacy of SGs for supporting engagement and improving learning outcomes in healthcare professions education. Randomized controlled trials (RCTs) published between January 2005 and April 2019 were included. Reference selection and data extraction were performed in duplicate, independently. Thirty-seven RCTs were found and 29 were included in random-effect meta-analyses. Compared with other educational interventions, SGs did not lead to more time spent with the intervention {mean difference 23.21 minutes [95% confidence interval (CI) = −1.25 to 47.66]}, higher knowledge acquisition [standardized mean difference (SMD) = 0.16 (95% CI = −0.20 to 0.52)], cognitive [SMD 0.08 (95% CI = −0.73 to 0.89)], and procedural skills development [SMD 0.05 (95% CI = −0.78 to 0.87)], attitude change [SMD = −0.09 (95% CI = −0.38 to 0.20)], nor behavior change [SMD = 0.2 (95% CI = −0.11 to 0.51)]. Only a small SMD of 0.27 (95% CI = 0.01 to 0.53) was found in favor of SGs for improving confidence in skills.fr
dcterms.isPartOfurn:ISSN:1559-2332fr
dcterms.isPartOfurn:ISSN:1559-713Xfr
dcterms.languageengfr
UdeM.ReferenceFournieParDeposant10.1097/SIH.0000000000000512fr
UdeM.VersionRioxxVersion acceptée / Accepted Manuscriptfr
oaire.citationTitleSimulation in healthcarefr
oaire.citationVolume16fr
oaire.citationIssue3fr
oaire.citationStartPage199fr
oaire.citationEndPage212fr


Fichier·s constituant ce document

Vignette

Ce document figure dans la ou les collections suivantes

Afficher la notice

Ce document diffusé sur Papyrus est la propriété exclusive des titulaires des droits d'auteur et est protégé par la Loi sur le droit d'auteur (L.R.C. (1985), ch. C-42). Il peut être utilisé dans le cadre d'une utilisation équitable et non commerciale, à des fins d'étude privée ou de recherche, de critique ou de compte-rendu comme le prévoit la Loi. Pour toute autre utilisation, une autorisation écrite des titulaires des droits d'auteur sera nécessaire.