1
|
Tung WS, Baker R, Toy K, Eftekhari M, Casey G, Jahani R, Bono C, Harteveld C, Bejarano-Pineda L, Ashkani-Esfahani S. Gamification and Serious Games in Orthopedic Education: A Systematic Review. Cureus 2024; 16:e68234. [PMID: 39347195 PMCID: PMC11439454 DOI: 10.7759/cureus.68234] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 08/30/2024] [Indexed: 10/01/2024] Open
Abstract
Gamification and serious games have successfully been used in surgical specialties to improve technical skills related to systematic procedures. However, the use of gamified education material has remained limited in orthopedic residency training. The objective of this systematic review is to summarize the current use, development, and future directions of gamification for developing orthopedic skills. A comprehensive literature search was performed on Ovid MEDLINE, Web of Science, and Scopus between January 1, 2012, and the search date of July 1, 2023. After screening 1,915 papers, a total of four publications that utilized elements of gamification in acquiring and/or improving orthopedic skills were included. Three studies showed a positive correlation between video gaming experience and orthopedic skill performance, acquisition, or both. One study showed a positive response from residents when training sessions were hosted in a competitive, but friendly environment with direct observation from their attendings. Gamified learning has the potential to improve orthopedic education, but its current use is largely unexplored. A competitive or rewarding environment promotes engagement and active learning. To enable the highest and most efficient level of training, future development should be geared toward virtual reality simulators that incorporate haptic feedback to better simulate other orthopedic-based tasks.
Collapse
Affiliation(s)
- Wei Shao Tung
- Department of Orthopaedics, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Riley Baker
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Kendal Toy
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Mani Eftekhari
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - George Casey
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Rana Jahani
- College of Arts, Media, and Design, Northeastern University, Boston, USA
| | - Christopher Bono
- Department of Orthopaedic Surgery, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Casper Harteveld
- College of Arts, Media, and Design, Northeastern University, Boston, USA
| | - Lorena Bejarano-Pineda
- Department of Orthopaedic Surgery, Massachusetts General Hospital, Harvard Medical School, Boston, USA
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| | - Soheil Ashkani-Esfahani
- Foot and Ankle Research and Innovation Laboratory, Massachusetts General Hospital, Harvard Medical School, Boston, USA
| |
Collapse
|
2
|
Ramos-Villagrasa PJ, Fernández-del-Río E, Castro Á. Game-related assessments for personnel selection: A systematic review. Front Psychol 2022; 13:952002. [PMID: 36248590 PMCID: PMC9554090 DOI: 10.3389/fpsyg.2022.952002] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/24/2022] [Accepted: 09/05/2022] [Indexed: 11/18/2022] Open
Abstract
Industrial development in recent decades has led to using information and communication technologies (ICT) to support personnel selection processes. One of the most notable examples is game-related assessments (GRA), supposedly as accurate as conventional tests but which generate better applicant reactions and reduce the likelihood of adverse impact and faking. However, such claims still lack scientific support. Given practitioners’ increasing use of GRA, this article reviews the scientific literature on gamification applied to personnel selection to determine whether the current state of the art supports their use in professional practice and identify specific aspects on which future research should focus. Following the PRISMA model, a search was carried out in the Web of Science and Scopus databases, identifying 34 valid articles, of which 85.3% are empirical studies that analyze five areas: (1) validity; (2) applicant reactions; (3) design of GRA; (4) personal characteristics and GRA; and (5) adverse impact and faking. Together, these studies show that GRA can be used in personnel selection but that the supposed advantages of GRA over conventional tests are fewer than imagined. The results also suggest several aspects on which research should focus (e.g., construct validity, differences depending on the type of game, prediction of different job performance dimensions), which could help define the situations in which the use of GRA may be recommended.
Collapse
Affiliation(s)
- Pedro J. Ramos-Villagrasa
- Department of Psychology and Sociology, Universidad de Zaragoza, Zaragoza, Spain
- *Correspondence: Pedro J. Ramos-Villagrasa,
| | | | - Ángel Castro
- Department of Psychology and Sociology, Universidad de Zaragoza, Teruel, Spain
| |
Collapse
|