331
Views
0
CrossRef citations to date
0
Altmetric
Articles

A meta-synthesis study in interactive learning environments: digital games in health education

ORCID Icon & ORCID Icon
Pages 1319-1329 | Received 16 Mar 2022, Accepted 01 Jun 2022, Published online: 19 Sep 2022

References

  • Abdulla, D. (2012). Attitudes of college students enrolled in 2-year health care programs towards online learning. Computers & Education, 59(4), 1215–1223. https://doi.org/10.1016/j.compedu.2012.06.006
  • Al-Mashhadani, M. A., & Al-Rawe, M. F. (2018). The future role of mobile learning and smartphones applications in the Iraqi private universities. Smart Learning Environments, 5(28), 1–11. https://doi.org/10.1186/s40561-018-0077-7
  • Baker, R., Walonoski, J., Heffernan, N., Roll, I., Corbett, A., & Koedinger, K. (2008). Why students engage in “gaming the system” behavior in interactive learning environments. Journal of Interactive Learning Research, 19(2), 185–224.
  • Balli, F. (2018). Developing digital games to address airway clearance therapy in children with cystic fibrosis: Participatory design process. JMIR Serious Games, 6(4), 1–18. https://doi.org/10.2196/games.8964
  • Bul1, G., & Bull, G. (2005). Looking at display technologies. Learning and Leading with Technology, 32(6), 40.
  • Burke, S., & Snyder, S. (2008). YouTube: An innovative resource for college health education courses. International Electronic Journal of Health Education, 11, 39–46.
  • Castel, A. D., Qasmieh, S., Greenberg, D., Ellenberger, N., Howell, T. H., Griffith, C., Wilbourn, B. C., Ganesan, K., Hussein, N., Ralte, G., & Rakhmanina, N. (2018). Digital gaming to improve adherence Among adolescents and young adults living with HIV: Mixed-methods study to test feasibility and acceptability. JMIR Serious Games, 6(4), 1–18. https://doi.org/10.2196/10213
  • Chen, H. L., & Wu, C. T. (2021). A digital role-playing game for learning: Effects on critical thinking and motivation. Interactive Learning Environments, 1–13. https://doi.org/10.1080/10494820.2021.1916765
  • Chow, M., Herold, D. K., Choo, T. M., & Chan, K. (2012). Extending the technology acceptance model to explore the intention to use second life for enhancing healthcare education. Computers & Education, 59(4), 1136–1144. https://doi.org/10.1016/j.compedu.2012.05.011
  • Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
  • Cooper, H. (2017). Research synthesis and meta-analysis: A step-by-step approach. Sage Publications.
  • Darville, G., Burns, J., Chavanduka, T., & Anderson-Lewis, C. (2021). Utilizing theories and evaluation in digital gaming interventions to increase human papillomavirus vaccination among young males: Qualitative study. JMIR Serious Games, 9(1), 1–11. https://doi.org/10.2196/21303
  • Froome, H. M., Townson, C., Rhodes, S., Franco-Arellano, B., LeSage, A., Savaglio, R., Brown, J. M., Hughes, J., Kapralos, B., & Arcand, J. A. (2020). The effectiveness of the foodbot factory mobile serious game on increasing nutrition knowledge in children. Nutrients, 12(11), 1–14. https://doi.org/10.3390/nu12113413
  • Guo, J. L., Hsu, H. P., Lin, M. H., Lin, C. Y., & Huang, C. M. (2020). Testing the usability of digital educational games for encouraging smoking cessation. International Journal of Environmental Research and Public Health, 17(8), 2695. https://doi.org/10.3390/ijerph17082695
  • Hanisch, S. E., Birner, U. W., Oberhauser, C., Nowak, D., & Sabariego, C. (2017). Development and evaluation of digital game-based training for managers to promote employee mental health and reduce mental illness stigma at work: Quasi-experimental study of program effectiveness. JMIR Mental Health, 4(3), 31. https://doi.org/10.2196/mental.7600
  • Haruna, H., Hu, X., Chu, S. K. W., Mellecker, R. R., Gabriel, G., & Ndekao, P. S. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International Journal of Environmental Research and Public Health, 15(9), 20–27. https://doi.org/10.3390/ijerph15092027
  • Haruna, H., Zainuddin, Z., Mellecker, R. R., Chu, S. K. W., & Hu, X. (2019). An iterative process for developing digital gamified-sexual health education for adolescent students in low-tech settings. Information and Learning Sciences, 120(11), 723–742. https://doi.org/10.1108/ILS-07-2019-0066
  • Haruna, H., Zainuddin, Z., Okoye, K., Mellecker, R. R., Hu, X., Chu, S. K. W., & Hosseini, S. (2021). Improving instruction and sexual health literacy with serious games and gamification interventions: An outlook to students’ learning outcomes and gender differences. Interactive Learning Environments, 1–19. https://doi.org/10.1080/10494820.2021.1888754
  • Hemingway, C. B. E. S., Dalmacion, G. V., Medina, P. M. B., Guevara, E. G., Sy, T. R., Dacombe, R., Dormann, C., & Taegtmeyer, M. (2019). Development of a mobile game to influence behavior determinants of HIV service uptake Among Key populations in the Philippines: User-centered design process. JMIR Serious Games, 7(4), 13695. https://doi.org/10.2196/13695
  • Holzmann, S. L., Schäfer, H., Groh, G., Plecher, D. A., Klinker, G., Schauberger, G. H., Hauner, H., & Holzapfel, C. (2019). Short-Term effects of the serious game “fit, food, fun” on nutritional knowledge: A pilot study among children and adolescents. Nutrients, 11(9), 1–13. https://doi.org/10.3390/nu11092031
  • Huen, J. M., Lai, E. S., Shum, A. K., So, S. W., Chan, M. K., Wong, P. W., Law, Y. W., & Yip, P. S. (2016). Evaluation of a digital game-based learning pro- gram for enhancing youth mental health: A structural equation modeling of the program effectiveness. JMIR Mental Health, 3(4), 1–15. https://doi.org/10.2196/mental.5656
  • Janssen, A., Shaw, T., Goodyear, P., Kerfoot, B., & Bryce, D. (2015). A little healthy competition: Using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content. BMC Medical Education, 15(173), 1–10. https://doi.org/10.1186/s12909-015-0455-6
  • Jarvela, S., & Volet, S. (2004). Motivation in real-life, dynamic, and inter- active learning environments: Stretching constructs and methodologies. European Psychologist, 9(4), 193–197. https://doi.org/10.1027/1016-9040.9.4.193
  • Mitchell, G., Leonard, L., Carter, G., Santin, O., & Brown Wilson, C. (2021). Evaluation of a ‘serious game’on nursing student knowledge and uptake of influenza vaccination. PloS one, 16(1), 1–13. https://doi.org/10.1371/journal.pone.0245389
  • Mueller, S., Soriano, D., Boscor, A., Saville, N., Arjyal, A., Baral, S., Fordham, M., Hearn, G., Masson, V., Kayastha, R., & Kostkova, P. (2020). MANTRA: Development and localization of a mobile educational health game targeting low literacy players in low and middle income countries. BMC Public Health, 20(1171), 1–14.
  • Nicolaidou, I., Antoniades, A., Constantinou, R., Marangos, C., Kyriacou, E., Bamidis, P., Dafli, E., & Pattchis, C. (2015). A virtual emergency telemedicine serious game in medical training: A quantitative, professional feedback-informed evaluation study. Journal of Medical Internet Research, 17(6), 1–18. https://doi.org/10.2196/jmir.3667
  • Patchen, L., Ellis, L., Ma, T. X., Ott, C., Chang, K. H. K., Araya, B., Atreyapurapu, S., Alyusuf, A., & Lanzi, R. G. (2020). Engaging african American youth in the development of a serious mobile game for sexual health education: Mixed methods study. JMIR Serious Games, 8(1), 1–17. https://doi.org/10.2196/16254
  • Pivec, M. (2007). Editorial: Play and learn: Potentials of game-based learning. British Journal of Educational Technology, 38(3), 387–393. https://doi.org/10.1111/j.1467-8535.2007.00722.x
  • Prensky, M. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Corwin.
  • Purnomo, F. A., Pratisto, E. H., & Alin, A. H. (2020). Android game implementation in health learning for early childhood education. International Conference on Science Education and Technology IOP Publishing Journal of Physics: Conference Series, 1511, 1–5. https://doi.org/10.1088/1742-6596/1511/1/012011
  • Rachman, A., Purwanto, M. Y., & Nugroho, H. (2019). Development of educational games for The introduction of fruits and vitamins. Journal of Educational Science and Technology, 5(1), 76–81. https://doi.org/10.26858/est.v5il.8495
  • Riemer, V., & Schrader, C. (2020). Playing to learn or to win? The role of students’ competition preference on self-monitoring and learning outcome when learning with a serious game. Interactive Learning Environments, 1–13. https://doi.org/10.1080/10494820.2020.1752741
  • Serafim, A. R., Silva, N. A., Alcântara, C. M., & Queiroz, M. V. (2019). Construction of serious games for adolescents with type 1 diabetes mellitus. Acta Paulista de Enfermagem, 32(4), 374–381. https://doi.org/10.1590/1982-0194201900052
  • Sessoms, D. (2008). Interactive instruction: Creating interactive learning environments through tomorrow’s teachers. International Journal of Technology in Teaching and Learning, 4(2), 86–96.
  • Shum, A. K., Lai, E. S., Leung, W. G., Cheng, M. N., Wong, H. K., So, S. W., Law, Y. W., Yip, P. S., et al. (2019). A digital game and school-based intervention for students in Hong Kong: Quasi-experimental design. Journal of Medical Internet Research, 21(4), e12003. https://doi.org/10.2196/12003
  • Smith, H. J., Higgins, S., Wall, K., & Miller, J. (2005). Interactive whiteboards: Boon or bandwagon? A critical review of the literature. Center for Learning and Teaching, School of Education Communication and Language Sciences, UK: University of Newcastle Upon Tyne.
  • Sormunen, M., & Miettinen, H. (2017). Health behavior tracking via mobile games: A case study among school-aged children. Cogent Education, 4(1), 1–11. https://doi.org/10.1080/2331186X.2017.1311500
  • Sung, H. Y., Hwang, G. J., & Yen, Y. F. (2015). Development of a contextual decision-making game for improving students’ learning performance in a health education course. Computers & Education, 82, 179–190. https://doi.org/10.1016/j.compedu.2014.11.012
  • Suri, H. (2013). Towards methodologically inclusive research syntheses: Expanding possibilities. Routledge.
  • Tang, J. T. (2020). Comparative study of game-based learning on preschoolers’ English vocabulary acquisition in Taiwan. Interactive Learning Environments, 1–16. https://doi.org/10.1111/jcal.12347
  • Vamos, S., & Zhou, M. (2009). Using focus group research to assess health education needs of pre- service and in-service teachers. American Journal of Health Education, 40(4), 196–206. https://doi.org/10.1080/19325037.2009.10599094
  • Wang, Y. H. (2021). Exploring the effects of using various designs of game-based materials on music learning. Interactive Learning Environments, 1–15. https://doi.org/10.1080/10494820.2021.1894182
  • Winskell, K., Sabben, G., & Obong’o, C. (2019). Interactive narrative in a mobile health behavioral intervention (tumaini): theoretical grounding and structure of a smartphone game to prevent HIV Among young Africans. JMIR Serious Games, 7(2), e13037. https://doi.org/10.2196/13037
  • Wu, T. T., & Sung, T. W. (2021). Analysis of the effects of a game-based review system integrated with the hierarchy of learning on learning outcomes in an elementary social science course. Interactive Learning Environments, 1–21. https://doi.org/10.1080/10494820.2021.1948870
  • Yang, K. H., & Chen, H. H. (2021). What increases learning retention: Employing the prediction-observation-explanation learning strategy in digital game-based learning. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2021.1944219
  • Yu, Y. T., & Tsuei, M. (2022). The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy. Interactive Learning Environments, 1–20. https://doi.org/10.1080/10494820.2022.2028855

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.