LudoScience

Serious Gaming and Gamification interventions for health professional education (Protocol) Sarah Gentry, Beatrice L'Estrade Ehrstrom, Andrea Gauthier, Julian Alvarez, David Wortley, Jurriaan van Rijswijk, Josip Car, Anneliese Lilienthal, Lorainne Tudor Car, Charoula K Nikolaou, Nabil Zary - 2016

Informations

Support : Publications
Auteur(s) : Sarah Gentry, Beatrice L'Estrade Ehrstrom, Andrea Gauthier, Julian Alvarez, David Wortley, Jurriaan van Rijswijk, Josip Car, Anneliese Lilienthal, Lorainne Tudor Car, Charoula K Nikolaou, Nabil Zary
Editeur : Cochrane Library / Cochrane Tobacco Addiction Group
Date : 2016
Langue : Langue


Description

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.



Mots-clés : Serious Game, santé, Protocole, Health game, Gamification, Ludification