Intersection of serious games and learning motivation for medical education: A literature review

Santa Dreimane (Corresponding Author), Reinis Upenieks

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

3 Citations (Scopus)

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 languageEnglish
Title of host publicationResearch Anthology on Developments in Gamification and Game-Based Learning
PublisherIGI Global Publishing
Chapter93
Pages1938-1947
Number of pages10
Volume4-4
ISBN (Electronic)9781668437117
ISBN (Print)9781668437100
DOIs
Publication statusPublished - 26 Nov 2021
Externally publishedYes

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

Fingerprint

Dive into the research topics of 'Intersection of serious games and learning motivation for medical education: A literature review'. Together they form a unique fingerprint.

Cite this