2017
DOI: 10.1016/j.nedt.2017.04.027
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Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial

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Cited by 116 publications
(94 citation statements)
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References 25 publications
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“…Furthermore, gamification and video games in education also enable learning gains for students in terms of knowledge, skills and attitudes, for different education system stages, including primary education [19][20][21], secondary education [22][23][24] and higher education [16,25,26]. At the same time, the implementation of collaborative learning methodologies also contributes to student learning [17,[27][28][29].…”
Section: Theoretical Frameworkmentioning
confidence: 99%
See 1 more Smart Citation
“…Furthermore, gamification and video games in education also enable learning gains for students in terms of knowledge, skills and attitudes, for different education system stages, including primary education [19][20][21], secondary education [22][23][24] and higher education [16,25,26]. At the same time, the implementation of collaborative learning methodologies also contributes to student learning [17,[27][28][29].…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…In fact, the implementation of gamification and video games in education has improved motivation for primary education students [7][8][9], secondary education students [10-12] and even higher education students [13][14][15][16]. In the same way, the implementation of collaborative learning methodologies has also contributed to students' motivation [6,17,18].Furthermore, gamification and video games in education also enable learning gains for students in terms of knowledge, skills and attitudes, for different education system stages, including primary education [19][20][21], secondary education [22][23][24] and higher education [16,25,26]. At the same time, the implementation of collaborative learning methodologies also contributes to student learning [17,[27][28][29].This motivated us to create a methodology called "collaborative learning with video games", which brings together, in a single methodology, the advantages and criteria of implementing video games and collaborative learning in education.…”
mentioning
confidence: 99%
“…Numerous efforts have been made to evaluate the effectiveness of serious educational games and a large number of educational advantages has been revealed [3][4][5][6][7]. However, as the demand for this type of game increases, game developers face the challenge of creating games that are not only effective but also attractive to play.…”
Section: Introductionmentioning
confidence: 99%
“…Serious games, or games used for purposes other than mere entertainment [21], are often used for education, decision making and for public policy making. Since [23] introduced the notion of serious games, various applications have been developed, including, but not limited to, educational [24], science [25], training, psychology [26], military [27], government, Water 2018, 10, 139 3 of 21 corporate, healthcare [28] and water management domains [29]. However, no comprehensive serious game has been developed to deal with the water-energy-food-land-climate nexus, which represents a clear gap in the literature.…”
Section: Introductionmentioning
confidence: 99%