Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Gamification in otolaryngology: A narrative review

View through CrossRef
AbstractIntroductionThe medical field has incorporated gamification elements into education platforms over the past decade. The standard definition for gamification that has been adopted by most research studies is the addition of game elements and game mechanics within a platform to enhance user engagement. In this review, seven established, consolidated components, as well as an additional new or novel component, will be evaluated: a point system/leaderboards, question banks or gradable content, social interaction with other participants, leaderboards, progress or levels, immediate feedback, badges/icons or a reward system, and the novel component, a story line.MethodsTwo reviewers searched MEDLINE, Cochrane, PsycINFO, Web of Knowledge, and the Nursing Registry. This review compares the one identified otolaryngology study with current residency education gamification practices within the medical field.The authors searched “residency AND gamification”, “residency AND video games”, and “residency AND games”. After applying exclusion criteria, the 13 remaining studies included a procedure, questions/scenarios, and at least three gamification elements.ResultsAcross the 13 studies, the average number of included gamification elements was higher than the minimum threshold of three (3.84). Ten of the studies incorporated leaderboards, feedback, and social interaction; eight incorporated a question bank; and four incorporated progress bars, rewards, and story lines. The otolaryngology study incorporated four of the gamification components: a point system, instant feedback/solution after a question was answered, player‐to‐player communication, and a leaderboard.ConclusionReview of the current literature found that the medical field has limited research regarding the use of gamification in educational platforms. Despite many simulation studies and attempts at gamification, the medical community has not fully embraced gamification within residency education. In closing, the medical education community should establish a definition of “gamification” and survey residency programs to identify desired gamification elements.
Title: Gamification in otolaryngology: A narrative review
Description:
AbstractIntroductionThe medical field has incorporated gamification elements into education platforms over the past decade.
The standard definition for gamification that has been adopted by most research studies is the addition of game elements and game mechanics within a platform to enhance user engagement.
In this review, seven established, consolidated components, as well as an additional new or novel component, will be evaluated: a point system/leaderboards, question banks or gradable content, social interaction with other participants, leaderboards, progress or levels, immediate feedback, badges/icons or a reward system, and the novel component, a story line.
MethodsTwo reviewers searched MEDLINE, Cochrane, PsycINFO, Web of Knowledge, and the Nursing Registry.
This review compares the one identified otolaryngology study with current residency education gamification practices within the medical field.
The authors searched “residency AND gamification”, “residency AND video games”, and “residency AND games”.
After applying exclusion criteria, the 13 remaining studies included a procedure, questions/scenarios, and at least three gamification elements.
ResultsAcross the 13 studies, the average number of included gamification elements was higher than the minimum threshold of three (3.
84).
Ten of the studies incorporated leaderboards, feedback, and social interaction; eight incorporated a question bank; and four incorporated progress bars, rewards, and story lines.
The otolaryngology study incorporated four of the gamification components: a point system, instant feedback/solution after a question was answered, player‐to‐player communication, and a leaderboard.
ConclusionReview of the current literature found that the medical field has limited research regarding the use of gamification in educational platforms.
Despite many simulation studies and attempts at gamification, the medical community has not fully embraced gamification within residency education.
In closing, the medical education community should establish a definition of “gamification” and survey residency programs to identify desired gamification elements.

Related Results

Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
Optimising gamification using constructive competition and videogames
Optimising gamification using constructive competition and videogames
This thesis is concerned with the use of gamification to make studying more fun. Games are designed to be compulsive and enjoyable, so if we can apply game design principles to stu...
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Abstract Introduction: Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation acros...
A preliminary investigation of gamification from the young consumer’s perspective
A preliminary investigation of gamification from the young consumer’s perspective
Purpose Over the past decade, gamification’s popularity has broadened into many industries and has become embedded in consumers’ lives. As privacy protection and how firms utilize ...
Reporting guidelines and journal quality in otolaryngology
Reporting guidelines and journal quality in otolaryngology
ObjectivesJournals increasingly use reporting guidelines to standardise research papers, partly to improve quality. Although defining journal quality is difficult, various calculat...
Impact of Gamification on Knowledge Acquisition
Impact of Gamification on Knowledge Acquisition
Purpose: The general objective of the study was to examine the impact of gamification on knowledge acquisition. Methodology: The study adopted a desktop research methodology....
Gamification for behavior change: a scientometric review
Gamification for behavior change: a scientometric review
Abstract Gamification, which refers to the use of game design elements in non-game contexts, provides similar experiences and motivations as games do; this makes gamificati...

Back to Top