1. Inicio
  2. Game-Based Learning Interventions to Foster Cross-Cultural Care Training

Game-Based Learning Interventions to Foster Cross-Cultural Care Training Artículos académico

  • Perfil
  • Identidad
  • Información Adicional De Documento

Perfil

Resumen

  • Objective: Differences in cultural background between health providers and patients can reduce effective access to health services in multicultural settings. Health sciences educators have recently suggested that game-based learning may be effective for cross-cultural care training. This scoping review maps published knowledge on educational games intended to foster cross-cultural care training and highlights the research gaps for future research.

    Materials and Methods: A scoping review searched PubMed, Eric, Embase, Lilacs, PsycINFO, and Google Scholar for theoretical and empirical research, using terms relevant to cross-cultural care and game-based learning. A participatory research framework engaged senior medical students and participatory research experts in conducting and evaluating the review.

    Results: Forty-one documents met the inclusion criteria, all from developed countries. The most common source of publication was nursing and medicine (39%; 16/41) and used the cultural competence approach (44%; 18/41). Around one-half of the publications (51%; 21/41) were theoretical and 39% (16/41) were empirical. Empirical studies most commonly used mixed methods (44%; 7/16), followed by strictly quantitative (31%; 5/16) or qualitative (25%; 4/16) approaches. There were no randomized controlled trials and only one study engaged end-users in the design. Empirical studies most frequently assessed role-play-related games (44%; 7/16) and used game evaluation-related outcomes or learning-related outcomes. None used patient-oriented outcomes. Findings suggest that educational games are an effective and engaging educational intervention for cross-cultural care training.

    Conclusions: The paucity of studies on educational games and cross-cultural care training precludes a systematic review. Future empirical studies should focus on randomized counterfactual designs and patient-related outcomes. We encourage involving end-users in developing content for educational games.

Área temática

  • Paz, justicia e instituciones sólidas
  • Salud y bienestar

autores

  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Adriana Molina
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Alexandra Arias
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Anne Cockcroft
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Anne Marie Chomat
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    david ramirez
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Juan Pimentel
  • http://research-hub.urosario.edu.co/ontology/vlocal#ExcludedPerson
    Neil Andersson

Publicado en

  • Games for health journal Revistas

fecha de publicación

  • junio 9, 2020

Identidad

Identificador de objeto digital (DOI)

  • https://doi.org/10.1089/g4h.2019.0078

Identificador único PubMed

  • 32027184

Información adicional de documento

Número de páginas

  • 18

Página inicial

  • 164

Última página

  • 181

Volumen

  • 9

Cuestión

  • 3