dc.date.accessioned2021-07-10T20:34:06Z
dc.date.accessioned2022-09-23T13:56:06Z
dc.date.available2021-07-10T20:34:06Z
dc.date.available2022-09-23T13:56:06Z
dc.date.created2021-07-10T20:34:06Z
dc.date.issued2020-02-06
dc.identifierPimentel, J. Arias, A. Ramírez, D. Molina, A. Chomat, AM. Cockcroft, A. Andersson, N. (2020). Game-Based Learning Interventions to Foster Cross-Cultural Care Training: A Scoping Review. Games for Health Journal. 9(3):1-18
dc.identifier2161-783X
dc.identifierhttps://www.liebertpub.com/doi/pdf/10.1089/G4H.2019.0078
dc.identifierhttp://hdl.handle.net/10818/47824
dc.identifier10.1089/g4h.2019.0078
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/3472651
dc.description.abstractObjective: 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
dc.languageeng
dc.publisherGames for Health Journal
dc.relationGames for Health Journal. 9(3)
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsopenAccess
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional
dc.sourceUniversidad de La Sabana
dc.sourceIntellectum Repositorio Universidad de La Sabana
dc.titleGame-Based Learning Interventions to Foster Cross-Cultural Care Training: A Scoping Review
dc.typearticle


Este ítem pertenece a la siguiente institución