2017
DOI: 10.2196/games.7880
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The Role of Transfer in Designing Games and Simulations for Health: Systematic Review

Abstract: BackgroundThe usefulness and importance of serious games and simulations in learning and behavior change for health and health-related issues are widely recognized. Studies have addressed games and simulations as interventions, mostly in comparison with their analog counterparts. Numerous complex design choices have to be made with serious games and simulations for health, including choices that directly contribute to the effects of the intervention. One of these decisions is the way an intervention is expecte… Show more

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Cited by 49 publications
(25 citation statements)
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“…14,21 The difficulty for faculty and administration is the selection of an adequate platform and integration into a curriculum in order to increase retained information and gain more competency as beginning medical professionals. 22,23 A promising approach is the Bauman´s layered-learning model describing the connection of a traditional didactic presentation with multimedia educational technologies. 24 The number of published works is large regarding with different aspects of Kahoot!…”
Section: Discussionmentioning
confidence: 99%
“…14,21 The difficulty for faculty and administration is the selection of an adequate platform and integration into a curriculum in order to increase retained information and gain more competency as beginning medical professionals. 22,23 A promising approach is the Bauman´s layered-learning model describing the connection of a traditional didactic presentation with multimedia educational technologies. 24 The number of published works is large regarding with different aspects of Kahoot!…”
Section: Discussionmentioning
confidence: 99%
“…With such contradictory results and barriers in sustained exergame engagement (Dixon et al, 2010), there is a distinct need to explore whether playing exergames can influence players' intentions for participating in PA and real sports. In game-like interventions, the transfer to PA is regarded as a desirable outcome rather than a design requirement (Kuipers et al, 2017). In order to change intentions, we should understand 1) how different players (with different genders, gaming background, and sports background) perceive the games, and 2) how specific game features might change players' intentions.…”
Section: Introductionmentioning
confidence: 99%
“…Explicit knowledge is sometimes theorised to arise out of implicit knowledge (Polanyi, 1966;Frensch & Rünger, 2003), though this is not uncontroversial (Berry & Broadbent, 1984). From the point of view of gamebased learning, a re-occurring problem that has plagued the literature is the problem of transfer (Girard, Ecalle & Magnan, 2013;Kuipers et al, 2017). It is argued that learning does happen in educational games, but players have difficulty explicating that knowledge and performing on tests outside of the game (ter Vrugte & de Jong, 2017; Leemkuil & De Jong, 2012).…”
Section: Applied Game Design and Implicit Learningmentioning
confidence: 99%