Abstract
Educational scholars are implementing technologies into the educational process. They use virtual reality, simulations, augmented reality and other immersive technologies that provide entertainment and an interesting, immersive environment as well as engage and motivate students. The aim of this research is to understand the scope and the nature of studies where serious games for medical education are prospective research subjects for the development of learning motivation. There are specific research questions that are of interest to the authors: (1) how many studies are devoted to exploring how serious games and simulations develop learning motivation; (2) how many studies are devoted to medical education, especially continuing professional education; and (3) which professional fields are most reflected in the search results, and is interdisciplinary learning observed? To answer the research questions, a systematic analysis of publications was chosen as the research method. Altogether, 132 articles published from January 1, 2014 to December 31, 2018 were selected for the review.
Original language | English |
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Title of host publication | Research Anthology on Developments in Gamification and Game-Based Learning |
Publisher | IGI Global Publishing |
Chapter | 93 |
Pages | 1938-1947 |
Number of pages | 10 |
Volume | 4-4 |
ISBN (Electronic) | 9781668437117 |
ISBN (Print) | 9781668437100 |
DOIs | |
Publication status | Published - 26 Nov 2021 |
Externally published | Yes |
Field of Science*
- 5.3 Educational sciences
Publication Type*
- 3.1. Articles or chapters in proceedings/scientific books indexed in Web of Science and/or Scopus database