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Gamification can provide learners with an opportunity to participate in active learning, solve clinical problems, and gain more experience in a risk-free environment without involving patients.
As we all know, the database includes and stores every conceivable question that might be shown at random. By testing the user’s ability to focus on the display of the proposed application, the program can put a patient in a cheerful mood when navigating and also generate a critical situation. Gamification in healthcare training also provides a patient with a better understanding of the medical world and most likely discloses the exact drug he or she requires. Because of the relaxed mode, navigating is simple.
Serious games have the potential to influence the behavior of the target audience. Consider those who live with chronic pain daily. Patients learn how to deal with their pain by playing games. Furthermore, the game is enjoyable to play.
Patients can perform workouts on their own, using serious games. When a patient has finished playing, the information is viewable to the practitioner and saved in a secure database. This enables the physician to remotely monitor each patient’s development.
Serious games are a less expensive technology than, say, a simulator. VR is a popular digital device in serious games (virtual reality). By immersing patients in a VR experience, a specific phase of medical therapy could become more effective. As a result, the patient has a better outcome.
We involve scholars and scientific specialists in the production of serious games to ensure that the game operates properly. This is accomplished in partnership with subject matter experts, as well as through collecting and analyzing performance data.
Serious games can be fantastic tools for training. These can, for example, assist pupils in preparing for emergency circumstances. Because a patient’s health might decline quickly, we must act promptly, often with incomplete information. These stressful situations are difficult to learn from since they entail both mental and emotional factors. Students can practice problem-solving skills using dolls and real-world equipment. That is effective, but it is also costly and time-consuming. Serious games, on the other hand, offer similar learning benefits while being less expensive and simpler to implement, especially for less-skilled learners.
Serious games are increasingly being used for health education with a wide range of end-users in mind. This research provides an up-to-date scoping assessment of studies evaluating the efficacy of serious games in health education. The studies indicate a promising trend in broadening the applicability of health teaching games beyond a single medical condition. However, these findings highlight the need for formulating and delivering health education games in developing countries, as well as the importance of multidisciplinary teamwork in building effective health education games. Future health games should also enhance the duration and repetition of activities, as well as the duration of follow-up examinations, to give proof of their long-term effectiveness.