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Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with 'serious games' being included in classrooms to engage adolescents' learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found to have met the inclusion criteria domains: 'healthy lifestyle' 'sexual health' and 'substance use'. A heterogenous approach across studies to game design and development, duration of game play, use of a control group and measurement of outcome(s) was observed. Game efficacy was difficult to assess due to broad generalisations and lack of consistent evaluation methods. Several studies demonstrate serious games can be engaging and pedagogically effective as a learning device and behaviour-change agent. Several studies, however, had less rigorous evaluation and lacked longer-term follow up. The ability for developers to demonstrate positive short- and long-term impacts of serious games with high-quality evidence is essential to the ongoing acceptance and use of these serious games as part of the school curriculum.
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http://dx.doi.org/10.1007/s10639-022-11414-9 | DOI Listing |
Anat Sci Educ
September 2025
Center for Anatomical Science and Education, Saint Louis University School of Medicine, Saint Louis, Missouri, USA.
Histology requires visual literacy, which encompasses the ability to interpret, analyze, and create meaningful representations of microscopic structures. Learning by drawing enhances histological knowledge retention by reinforcing spatial awareness and pattern recognition. This study examines whether incorporating HistoSketch, a drawing game similar to Pictionary, increased drawing-based study behaviors among post-baccalaureate students enrolled in a graduate-level histology course.
View Article and Find Full Text PDFNurse Educ Today
August 2025
Department of Nursing Management, Faculty of Nursing, Akdeniz University, Antalya, Turkey. Electronic address:
Background: Games and gamification have emerged as innovative tools in nursing, offering engaging and interactive approaches to enhance education and practice. Despite the increasing volume of research, gaps remain in understanding the current state of nursing literature.
Objectives: This research aims to map the trends, thematic foci, and research gaps in the field of gaming and gamification in nursing through bibliometric analysis.
Einstein (Sao Paulo)
September 2025
Department of Pediatrics, Faculdade de Medicina de Ribeirão Preto, Universidade de São Paulo, Ribeirão Preto, SP, Brazil.
Objective: To analyze the impact of a serious immersive virtual reality game on the physiological and behavioral aspects of pain during peripheral venous access or central catheter puncture in children and adolescents with cancer.
Methods: This was a longitudinal intervention study that included 50 children and adolescents undergoing cancer therapy and peripheral venipuncture or venous catheter puncture (totally implanted or central venous catheter) at two independent time points (control and experimental intervention). The intervention consisted of playing a serious immersive virtual reality game with three-dimensional goggles and a Bluetooth controller.
Appl Ergon
September 2025
Department of Work and Organizational Psychology, Faculty of Psychology, Ruhr University Bochum, Germany.
Virtual reality (VR) training provides immersive, risk-free experiences that leverage multisensory integration to improve memory retention, presence and embodiment to strengthen engagement and attention, and situational learning to promote transfer of training to real-world contexts. Adding gamification through serious games (SG) further enhances engagement and active learning. This study validates a VR-SG safety training previously evaluated in Colombia, now applied to 74 professional roofers in Germany comparing ViStra (VR-SG) with LeStra (lecture-based with problem-based learning).
View Article and Find Full Text PDFInt J Environ Res Public Health
August 2025
Bavarian Research Center for Digital Health and Social Care, Kempten University of Applied Sciences, 87437 Kempten, Germany.
Location-based games offer innovative approaches for health promotion among older adults, but their effectiveness depends on understanding complex contextual factors beyond technological design. In our study, we aimed to adapt a location-based game in the form of a smartphone application which originally targeted younger people. We employed ethnographic observations in a field test under real-world conditions for identifying the needs and preferences of older adults in this regard.
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