Gamification in Radiology: A Systematic Review
Radiology gamification papers were examined systematically to determine their purpose and their effectiveness to provide a clear view for researchers who attempt to develop a new gamification.
Articles retrieve related to radiology gamification and educational games, and databases including ProQuest, Springer, Cochrane Library, Ovid, PubMed, Scopus, and Web of Science were searched electronically. The data were imported in Endnote V.7. Finally, according to the performed study and considering the inclusion and exclusion criteria, appropriate articles were extracted.
among 6917 extracted articles, only 13 articles were related to educational radiology gamifications and, only two of them dealt specifically with analysis of the effects of gamifications in this area. In several areas of radiology such as differential diagnosis, education, dental radiology, and even the amount of taken drugs for imaging, several games have been designed and researchers approved the effectiveness of this instrument.
These studies show that producing game in this area is not limited to a special type, and different types of games such as board game, physical game and video game could be used (). In designing an educational game, recognizing learner’s character, educational goals and developing educational content are major steps.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
- پرداخت حق اشتراک و دانلود مقالات اجازه بازنشر آن در سایر رسانههای چاپی و دیجیتال را به کاربر نمیدهد.