6533b7cffe1ef96bd1259806

RESEARCH PRODUCT

Intersection of Serious Games and Learning Motivation for Medical Education

Santa DreimaneReinis Upenieks

subject

Learning motivation020205 medical informaticsIntersection05 social sciences0202 electrical engineering electronic engineering information engineeringMathematics education050301 education02 engineering and technologyPsychology0503 education

description

Educational scholars are implementing technologies into the educational process. They use virtual reality, simulations, augmented reality and other immersive technologies that provide entertainment and an interesting, immersive environment as well as engage and motivate students. The aim of this research is to understand the scope and the nature of studies where serious games for medical education are prospective research subjects for the development of learning motivation. There are specific research questions that are of interest to the authors: (1) how many studies are devoted to exploring how serious games and simulations develop learning motivation; (2) how many studies are devoted to medical education, especially continuing professional education; and (3) which professional fields are most reflected in the search results, and is interdisciplinary learning observed? To answer the research questions, a systematic analysis of publications was chosen as the research method. Altogether, 132 articles published from January 1, 2014 to December 31, 2018 were selected for the review.

https://doi.org/10.4018/ijseus.2020070104