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Gamification in Critical Care Education and Practice

Publication ,  Journal Article
Bass, GA; Chang, CWJ; Sorce, LR; Subramanian, S; Laytin, AD; Somodi, R; Gray, JR; Lane-Fall, M; Kaplan, LJ
Published in: Critical Care Explorations
January 19, 2024

OBJECTIVES: To explore gamification as an alternative approach to healthcare education and its potential applications to critical care. DATA SOURCES: English language manuscripts addressing: 1) gamification theory and application in healthcare and critical care and 2) implementation science focused on the knowledge-to-practice gap were identified in Medline and PubMed databases (inception to 2023). STUDY SELECTION: Studies delineating gamification underpinnings, application in education or procedural mentoring, utilization for healthcare or critical care education and practice, and analyses of benefits or pitfalls in comparison to other educational or behavioral modification approaches. DATA EXTRACTION: Data indicated the key gamification tenets and the venues within which they were used to enhance knowledge, support continuing medical education, teach procedural skills, enhance decision-making, or modify behavior. DATA SYNTHESIS: Gamification engages learners in a visual and cognitive fashion using competitive approaches to enhance acquiring new knowledge or skills. While gamification may be used in a variety of settings, specific design elements may relate to the learning environment or learner styles. Additionally, solo and group gamification approaches demonstrate success and leverage adult learning theory elements in a low-stress and low-risk setting. The potential for gamification-driven behavioral modification to close the knowledge-to-practice gap and enable guideline and protocol compliance remains underutilized. CONCLUSIONS: Gamification offers the potential to substantially enhance how critical care professionals acquire and then implement new knowledge in a fashion that is more engaging and rewarding than traditional approaches. Accordingly, educational undertakings from courses to offerings at medical professional meetings may benefit from being gamified.

Duke Scholars

Published In

Critical Care Explorations

DOI

EISSN

2639-8028

Publication Date

January 19, 2024

Volume

6

Issue

1

Start / End Page

E1034

Related Subject Headings

  • 3202 Clinical sciences
 

Citation

APA
Chicago
ICMJE
MLA
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Bass, G. A., Chang, C. W. J., Sorce, L. R., Subramanian, S., Laytin, A. D., Somodi, R., … Kaplan, L. J. (2024). Gamification in Critical Care Education and Practice. Critical Care Explorations, 6(1), E1034. https://doi.org/10.1097/CCE.0000000000001034
Bass, G. A., C. W. J. Chang, L. R. Sorce, S. Subramanian, A. D. Laytin, R. Somodi, J. R. Gray, M. Lane-Fall, and L. J. Kaplan. “Gamification in Critical Care Education and Practice.” Critical Care Explorations 6, no. 1 (January 19, 2024): E1034. https://doi.org/10.1097/CCE.0000000000001034.
Bass GA, Chang CWJ, Sorce LR, Subramanian S, Laytin AD, Somodi R, et al. Gamification in Critical Care Education and Practice. Critical Care Explorations. 2024 Jan 19;6(1):E1034.
Bass, G. A., et al. “Gamification in Critical Care Education and Practice.” Critical Care Explorations, vol. 6, no. 1, Jan. 2024, p. E1034. Scopus, doi:10.1097/CCE.0000000000001034.
Bass GA, Chang CWJ, Sorce LR, Subramanian S, Laytin AD, Somodi R, Gray JR, Lane-Fall M, Kaplan LJ. Gamification in Critical Care Education and Practice. Critical Care Explorations. 2024 Jan 19;6(1):E1034.

Published In

Critical Care Explorations

DOI

EISSN

2639-8028

Publication Date

January 19, 2024

Volume

6

Issue

1

Start / End Page

E1034

Related Subject Headings

  • 3202 Clinical sciences