Claims

No reviewed game study measured behavioural change or patient/health-care outcomes; most measured knowledge and skills

Claim · All claims
Evidence · 1 study · review r2 · q3
Currency · newest study 2018 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q3 i? Of 21 studies, 16 (76.1%) focused on knowledge and skills and 5 (23.8%) on satisfaction, attitudes, perceptions, opinions, or general facts; none reported behavioural change or patient/health-care outcomes. → Gorbanev Iouri 2018

Evidence

Gorbanev Iouri 2018

Gorbanev Iouri, Agudelo-Londoño Sandra, González Rafael A., Cortes Ariel, Pomares Alexandra, Delgadillo Vivian, Yepes Francisco J., Muñoz Óscar. (2018). A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical Education Online. https://doi.org/10.1080/10872981.2018.1438718

q3 · i? · review · r2

Kirkpatrick-level outcome classification across the 21 included studies. The review found 16 studies (76.1%) targeted knowledge and skills and 5 (23.8%) targeted perceptions; "No study reported behavioural change or patient/health-care outcomes".

"When we assessed outcomes following Kirkpatrick’s criteria used by MERSQI, we found 16 studies focused on knowledge and skills (76.1%); 5 studies focused on satisfaction, attitudes, perceptions, opinions, or general facts (23.8%). No study reported behavioural change or patient/health-care outcomes as a result of game implementation."

Discussion

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