Natalia Stathakarou, Andrzej A Kononowicz, Maxine G Harjani, Cara Swain, Klas Karlgren
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引用次数: 0
Abstract
Background: Game elements may inform the design of both simulations and games. However, evidence on how individual game elements inform the design of military trauma training simulations and their educational purpose remains limited.
Objective: This systematic review aimed to examine which game elements are used in the design of educational simulations for military trauma management, how they are implemented, for what purpose, and what outcomes are reported related to the game elements.
Methods: This is a systematic review conducted in accordance with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. We included qualitative, quantitative, mixed methods, and design studies describing simulation-based training for military trauma management that incorporated game elements. Studies focusing solely on assessment, noninteractive interventions, or psychological trauma were excluded. Searches were conducted in Medline (Ovid), PubMed, IEEE Xplore, ERIC, Web of Science, ACM Digital Library, and CINAHL from inception to October 14, 2025, identifying 2487 records. Screening and data extraction were performed independently by 2 reviewers. Methodological quality was assessed using the Medical Education Research Study Quality Instrument (MERSQI) and the Côté and Turgeon grid. Results were synthesized using qualitative thematic synthesis.
Results: Forty-two studies published between 1986 and 2025 were included. Most studies were conducted in the United States and included a wide range of simulation modalities and learner populations. Sixteen game elements were identified, with narrative, sensation, imposed choice, time pressure, and scoring being most prevalent. The thematic synthesis identified multiple categories describing how these game elements were implemented. Justifications for the use of game elements were rarely provided; when present, they were primarily linked to realism, emotional engagement, adaptive learning, and feedback. Elements such as badges and competition were seldom used. No study explicitly linked individual game elements to specific educational outcomes. This review is constrained by heterogeneity across studies, an imperfect fit of quality appraisal tools for some study types, and the possibility of missed studies due to search vocabulary limitations.
Conclusions: This systematic review is innovative in providing the first comprehensive synthesis of how game elements are used in military trauma simulations. Unlike previous reviews, it explicitly focuses on the pedagogical purposes of these elements. It offers an overview of the prevalence of game elements in military trauma care education and synthesizes the pedagogical rationales for their use. The lack of studies explicitly linking individual game elements to learning outcomes highlights the need for more intentional research and transparent reporting. Future studies should treat gamification as a set of targeted design choices rather than as a single overarching strategy, and explore how its motivational dimensions can be effectively leveraged in military trauma training.
International registered report identifier (irrid): RR2-10.2196/45969.
背景:游戏元素可能会影响模拟和游戏的设计。然而,关于单个游戏元素如何影响军事创伤训练模拟的设计及其教育目的的证据仍然有限。目的:本系统综述旨在检查在军事创伤管理的教育模拟设计中使用了哪些游戏元素,它们是如何实现的,目的是什么,以及与游戏元素相关的报告结果是什么。方法:这是一项按照PRISMA(系统评价和荟萃分析的首选报告项目)指南进行的系统评价。我们包括定性、定量、混合方法和设计研究,描述了结合游戏元素的军事创伤管理模拟训练。仅关注评估、非互动干预或心理创伤的研究被排除在外。从成立到2025年10月14日,在Medline (Ovid)、PubMed、IEEE explore、ERIC、Web of Science、ACM Digital Library和CINAHL中进行了检索,确定了2487条记录。筛选和数据提取由2名审稿人独立完成。采用医学教育研究质量工具(MERSQI)和Côté和Turgeon网格评估方法学质量。采用定性专题综合方法对结果进行综合。结果:纳入了1986年至2025年间发表的42项研究。大多数研究是在美国进行的,包括广泛的模拟模式和学习者群体。共确定了16个游戏元素,其中叙事、感觉、强制选择、时间压力和得分最为普遍。主题综合确定了描述如何执行这些游戏元素的多个类别。他们很少提供使用游戏元素的理由;当出现时,它们主要与现实主义、情感投入、适应性学习和反馈有关。徽章和比赛等元素很少被使用。没有研究明确地将个别游戏元素与特定的教育结果联系起来。本综述受到研究的异质性、某些研究类型的质量评估工具的不完美拟合以及由于搜索词汇限制而可能遗漏研究的限制。结论:这篇系统性综述的创新之处在于首次全面综合了游戏元素在军事创伤模拟中的应用。与以前的评论不同,它明确地关注这些元素的教学目的。它概述了游戏元素在军事创伤护理教育中的流行,并综合了其使用的教学原理。缺乏明确地将单个游戏元素与学习结果联系起来的研究突出了更有针对性的研究和透明报告的必要性。未来的研究应该将游戏化视为一系列有针对性的设计选择,而不是单一的总体策略,并探索如何在军事创伤训练中有效地利用其动机维度。国际注册报告标识符(irrid): RR2-10.2196/45969。
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.