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ABSTRACT: Background
Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a result, electronic learning (e-learning) and medical simulation modules are sometimes mislabeled as serious games. We hypothesize that one of the main reasons is the difficulty for a medical educator to systematically and accurately evaluate key aspects of serious games.Objective
This study aimed to identify markers that can evaluate serious games and distinguish between serious games, entertainment games, and e-learning.Methods
Jabareen's eight-phase fr
SUBMITTER: Tan JW
PROVIDER: S-EPMC6664662 | biostudies-literature | 2019 Jul
REPOSITORIES: biostudies-literature