[HTML][HTML] Effects of e-learning in a continuing education context on nursing care: systematic review of systematic qualitative, quantitative, and mixed-studies reviews

G Rouleau, MP Gagnon, J Côté… - Journal of medical …, 2019 - jmir.org
Background E-learning is rapidly growing as an alternative way of delivering education in
nursing. Two contexts regarding the use of e-learning in nursing are discussed in the …

The use of immersive simulation in paramedicine education: a scoping review

M Birtill, J King, D Jones, L Thyer, R Pap… - Interactive Learning …, 2023 - Taylor & Francis
The emergence of augmented reality (AR) and mixed reality (MR) modalities has increased
the potential of simulation in paramedicine education. The integration of AR/MR into …

[HTML][HTML] Lessons learned from an evaluation of serious gaming as an alternative to mannequin-based simulation technology: randomized controlled trial

NC Benda, KM Kellogg, DJ Hoffman… - JMIR serious …, 2020 - games.jmir.org
Background: The use of new technology like virtual reality, e-learning, and serious gaming
can offer novel, more accessible options that have been demonstrated to improve learning …

Effect of digital serious games related to patient care in pharmacy education: A systematic review

ROS Silva, AM Pereira, DCSA Araújo… - Simulation & …, 2021 - journals.sagepub.com
Background. In recent years, the use of digital serious games in the education of healthcare
students and professionals has been frequent. However, there are no high-level evidence …

Development of and user feedback on a board and online game to educate on antimicrobial resistance and stewardship

D Ashiru-Oredope, M Nabiryo, A Yeoman, M Bell… - Antibiotics, 2022 - mdpi.com
Antimicrobial resistance (AMR), particularly antibiotic resistance, is one of the most
challenging global health threats of our time. Tackling AMR requires a multidisciplinary …

Use of a serious game simulation to build early childhood staff capacity for reducing unintentional childhood injuries

JL Hanna, MF Wright, ST Azar - Journal of safety research, 2022 - Elsevier
Introduction: Unintentional home injuries are common and costly, with over 1.6 million
occurring among US children ages 0–4 in 2018. Home visitors and other early childhood …

Serious games and growth mindsets: an experimental investigation of a serious gaming intervention

EA Adame, KA Posteher, AM Hansom… - International Journal of …, 2022 - igi-global.com
This study applies implicit person theory (IPT) to serious gaming. IPT scholars argue that
individuals hold one of two views regarding perceptions of ability: growth mindset (abilities …

Video Games in the Development of Cognitive Skills Relevant for Language Learning: A Systematic Review

LV Bondareva, TV Potemkina - Multimodality, Digitalization and Cognitivity …, 2021 - Springer
The purpose of the study is to analyse the modern pedagogical context which demonstrates
the possibilities of using video games to develop cognitive skills when learning a foreign …

Research protocol for a preliminary evaluation of a gamified tool for adult wellbeing

J Gavin, S Barnes - Mental Health and Social Inclusion, 2023 - emerald.com
Purpose The purpose of this paper is to outline a research protocol for an initial investigation
into the efficacy of an early-development gamified intervention (“Wellbeing Town”) designed …

[PDF][PDF] Development of and user feedback on a board and online game to educate on antimicrobial resistance and stewardship. Antibiotics 2022; 11: 611

D Ashiru-Oredope, M Nabiryo, A Yeoman, M Bell… - 2022 - academia.edu
Antimicrobial resistance (AMR), particularly antibiotic resistance, is one of the most
challenging global health threats of our time. Tackling AMR requires a multidisciplinary …