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|Title:||Serious gaming and gamification interventions for health professional education||Authors:||Gentry, Sarah
L'Estrade Ehrstrom, Beatrice
van Rijswijk, Jurriaan
Tudor Car, Lorainne
Nikolaou, Charoula K.
|Issue Date:||2016||Source:||Gentry, S., L'Estrade Ehrstrom, B., Gauthier, A., Alvarez, J., Wortley, D., van Rijswijk, J., . . . Zary, N. (2016). Serious gaming and gamification interventions for health professional education. Cochrane Database of Systematic Reviews, 2016(6), CD012209-. doi:10.1002/14651858.CD012209||Series/Report no.:||Cochrane Database of Systematic Reviews||Abstract:||This is a protocol for a Cochrane Review (Intervention). 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.||URI:||https://hdl.handle.net/10356/89569
|DOI:||10.1002/14651858.CD012209||Rights:||© 2016 The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). This paper was published in Cochrane Database of Systematic Reviews and is made available as an electronic reprint (preprint) with permission of The Cochrane Collaboration. (Published by John Wiley & Sons, Ltd.). The published version is available at: [http://dx.doi.org/10.1002/14651858.CD012209]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law.||Fulltext Permission:||open||Fulltext Availability:||With Fulltext|
|Appears in Collections:||LKCMedicine Journal Articles|
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