Abstract
Background. In recent years, the use of
Keywords
Introduction
The changes that is occurring in the 21st century as the epidemiological and demographic transitions, new technological innovations, and populational demands as well as more complex and costly health systems require a new profile of healthcare professionals who present competencies related to critical thinking, problem-solving, and decision-making (Frenk et al., 2010). Thus, the use of active learning methodologies has become more important in the education of healthcare students and professionals. Active learning is grounded in self-directed and autonomous learning in which learners are involved in activities that promote analysis, synthesis, and evaluation (e.g., reading, writing, discussion, or problem solving) (Minhas et al., 2012; Vilela et al., 2013). Teachers take on the role of a facilitator or coach, whereas the learners assume ownership of their educational process (Uskokovic, 2017). In this context, the use of digital games as an active learning methodology is growing in recent years (Deshpande & Huang, 2011; Kostenius et al., 2018; Sangrà & González-Sanmamed, 2010).
Previous studies reported the use of digital games as a tool for active teaching and learning in health education (Andrews et al., 1992; Ellis & Hannigan, 1986; Payne & Rowberg, 1984). Since then, new digital games termed “serious” have been developed and utilized by students and health care professionals in the areas of Nursing, Pharmacy, and Medicine (Bernardo et al., 2018; Boada et al., 2018; Gallegos et al., 2017; Kleinert et al., 2015; Lam et al., 2019; Lee et al., 2018; Malhotra et al., 2017; Sera & Wheeler, 2017; Verkuyl et al., 2016). Serious games are games that are used in the teaching-learning processes or training, with the main purpose being to educate rather than to entertain (Baptista & Oliveira, 2018; Fonseca et al., 2014; Rodriguez et al., 2014; Serrano-Laguna et al., 2017; Tandogan & Orhan, 2007).
The “training simulation” (also called “game-based simulation” or “simulation game”) stands out among the types of digital serious games (Bigdeli & Kaufman, 2009; Graafland et al., 2012; Wang et al., 2016). Simulation is an instructional technique that mimics real clinical experiences by replicating essential aspects of a clinical situation in a safe environment (Aebersold, 2018; Gaba et al., 2004; Fowler-Durham & Alden, 2007; Hovancsek, 2007). Simulation-based education is used to develop competencies related to cognitive, psychomotor, and affective domains (Cant & Cooper, 2017; Cook et al., 2013; Kim et al., 2016; Nara et al., 2009; Warren et al., 2016). When serious games are used in simulation-based education, the learners need to seek new information (learning by discovery), explore previous knowledge (reflective learning), and make decisions as the scenarios change and the levels of difficulty increase (Gentry et al., 2019; Fox et al., 2018; Niemi, 2002). Also, its motivational effect has been demonstrated in a widely publicized study (Dominguez et al., 2013). Thus, digital serious games can help learners through self-directed, active, and motivational learning.
The use of digital serious games can allow the development of patient care-related knowledge, skills, and/or attitudes of health-care students (Barr, 2018; Gentry et al., 2019; Martí-Parreño et al., 2018; Sipiyaruk et al., 2018; Tandogan & Orhan, 2007). In the field of pharmacy, the use of digital serious games has increased because of the professional paradigmatic transition, with an emphasis on patient care that requires changes in the curricula and teaching strategies to pharmacy students and pharmacists (Anderson, 2002; Anderson et al., 2008a; Anderson et al., 2008b; Anderson et al., 2006; Audus et al., 2010; Awaisu & Mottram, 2018; Fathelrahman et al., 2016; International Pharmacy Federation, 2012; Lam et al., 2019; Mesquita et al., 2015; Toklu & Hussain, 2013; van Mil et al., 2005). Some systematic reviews are available on the use of digital serious games (played with an electronic device, e. g., computer or a mobile device) and non-digital serious games (so-called analog games or traditional games, e.g., card, board, or puzzle games) by students and professionals from different areas of Health Sciences, but no review has focused on patient care in pharmacy education (Bigdeli & Kaufman, 2009; Blakely et al., 2009; Capdarest-Arest et al., 2019; Gentry et al., 2019; Martins et al., 2015; Rienzo & Cubillos, 2020; Sardi et al., 2017; Tomé Filho et al., 2019; Wang et al., 2016).
This review aims to assess the effect of digital serious games on i) the development of knowledge, skills, and attitudes related to patient care in pharmacy education, ii) user satisfaction, economic outcomes, and unintended effects of the games, iii) the methodological quality of the studies.
Methods
This systematic review was performed using the Cochrane Handbook for Systematic Reviews of Interventions, Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), and Assessing the Methodological Quality of Systematic Reviews (AMSTAR) (Cochrane, 2011; Moher et al., 2009; Shea et al., 2017). The protocol of this systematic review was registered in the PROSPERO database (CRD42019119306).
Primary and Secondary Outcomes
The primary outcomes of this review were the effects of digital serious games on the development of knowledge (e.g., disease and pharmacotherapy), skills (e.g., communication and clinical reasoning), and/or attitudes (e.g., behavior and motivation) related to patient care in pharmacy education. Secondary outcomes were related to user satisfaction with games, economic outcomes (e.g., cost-effectiveness), and unintended effects of the games (e.g., stress, fear, and anxiety).
Search in the Databases
Relevant studies published up to October 2, 2018, were identified through a search in the Cochrane Library, Education Resources Information Center (ERIC), Embase (Embase, MEDLINE, Embase Classic, PubMed-not-Medline), International Pharmaceutical Abstracts (IPA) (via ProQuest), Latin American and Caribbean Health Sciences Literature (LILACS) (via Virtual Health Library - VHL), PubMed, Scopus, and Web of Science. The search strategy employed standardized and nonstandard terms (text words) related to “games,” “serious games,” “pharmacy education,” “pharmacists,” and “pharmacy students” that were combined using Boolean operators (AND/OR). The standardized terms were selected using the controlled vocabulary of the “National Library of Medicines” through the “Medical Subject Headings” (MESH) (National Center for Biotechnology Information, 2018). The non-standardized terms were selected based on the study-subject related literature and used to extend the search strategy. No date limit was used in the database search. The complete search strategy is shown in Supplemental File 1.
Selection of the Studies
All duplicate studies were excluded. Two researchers (R.O.S.S. and A.M.P.) independently reviewed the titles and abstracts; full-texts were deemed relevant according to the eligibility criteria. Analysis of study duplicity as well as the selection of titles and abstracts was performed using the Rayyan tool (http://rayyan.qcri.org) (Ouzzani et al., 2016). Any divergence in study selection was judged by a third investigator (D.C.S.A.A.). For studies included after reading the full-text, manual screening of their references was performed to identify potentially relevant additional studies. For studies for which the full-text was unavailable, at least one author of the study was contacted via e-mail and/or ResearchGate (www.researchgate.net). The authors of this review also used the Bibliographic Commutation Program at the Federal University of Sergipe to obtain the full-texts.
Inclusion and Exclusion Criteria
Definitions for digital serious games, knowledge, skills, attitudes, and competencies were adopted and are presented in Supplemental File 2. Studies that met the following criteria were considered eligible for inclusion: 1) studies published in English, Spanish, or Portuguese; 2) used the term "game" to refer to the digital educational technology; 3) met the definition of a digital serious game that was adopted in this review; 4) applied the digital serious game with a focus on patient care in isolation or sets with other tools/methodologies to pharmacy students and/or pharmacists; 5) evaluated the effect of digital serious games on at least one of the primary outcomes established in this review. The exclusion criteria were as follows: 1) full-text was unavailable; 2) abstract published in conference proceedings; 3) letter to the editor; 4) literature review; 5) integrative review; 6) scoping review; 7) systematic review with or without meta-analysis; 8) overview of systematic reviews with or without meta-analysis; 9) book chapter; 10) dissertation; 11) thesis; 12) study in which the digital serious game was employed by students and/or professionals from different areas of Health Sciences, and it was not possible to extract data only for pharmacy students and/or pharmacists; 13) study in which the population and/or the intervention studied were unclear; 14) study in which the digital serious game was applied together with another tool/methodology and it was not possible to extract the results related to the digital serious game. The year of publication and the methodological quality were not used as exclusion criteria.
Data Extraction
Two reviewers (R.O.S.S. and A.M.P.) independently extracted the data from the included articles using a spreadsheet pre-formatted in Microsoft® Excel®. The extracted data were as follows: authors, year of publication, study objective, country, design, duration, number and type of participants, year of the graduation, discipline, and the type of discipline (mandatory or elective) in studies in which the digital serious game was applied to pharmacy students; characteristics of the digital serious game; definitions adopted for knowledge, skills, attitudes, game and/or serious game; primary and/or secondary outcomes assessed; methods for assessing primary and/or secondary outcomes; effect of the digital serious games on the primary and secondary outcomes (main results); stated limitations or bias. Any divergence in the data extraction was resolved by reaching a consensus.
Assessment of Methodological Euality
The methodological quality of the included qualitative studies was assessed using the Critical Appraisal Skills Program (CASP) Qualitative Research Checklist, for qualitative studies; and the Medical Education Research Study Quality Instrument (MERSQI) was used for studies with other designs (experimental, quasi-experimental, and observational studies). The CASP consists of ten questions divided into three domains and can be answered as “yes,” “no” or “not reported” (Critical Appraisal Skills Programme, 2018; Kim et al., 2017). The MERSQI presents ten items that are divided into six domains. The score of this tool can range from 5 to 18, with the highest score indicating the best methodological quality (Gorbanev et al., 2018; Reed et al., 2007; Sullivan, 2011). The quality of the included studies was independently assessed by two researchers (K.S.S.R. and D.C.S.A.A.) and the discrepancies were resolved by reaching a consensus.
Results
Study Selection
The bibliographic search identified 1,521 studies; 1,449 were excluded after analyzing for duplicates and reading titles and abstracts. Then, 72 studies were selected for full-text reading; seven of the studies met the inclusion criteria (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Kinkade et al., 1995; Lambertsen et al., 2016; Smith et al., 2016; Smith et al., 2017). The references included in these studies were manually reviewed and 16 potentially relevant studies were identified. However, none met the inclusion criteria. Thus, at the end of the selection screening, seven studies were included. The studies identified by searching the databases that were excluded after full-text review together with the reasons for exclusions are summarized in Supplemental File 3. Figure 1 illustrates the study-selection process.

Flowchart of studies included in the systematic review
Study Characteristics
The characteristics of the included studies are described in Table 1. All articles were published in English between 1995 and 2018. These studies were performed in America, Europe, and Oceania. Three studies (42.85%) were performed in the United States of America (Kinkade et al., 1995; Smith et al., 2016; Smith et al., 2017). The most-frequent design studies were randomized controlled studies (n = 3; 42.85%) (Berger et al., 2018; Bindoff et al., 2014; Kinkade et al., 1995) and before-and-after studies without a control group (n = 2; 28.57%) (Smith et al., 2016; Smith et al., 2017). Furthermore, a majority of the studies (n = 6; 85.71%) failed to report the duration of the study (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Kinkade et al., 1995; Lambertsen et al., 2016; Smith et al., 2016). The only study that reported this variable took nine months (Smith et al., 2017).
Characteristics of the included studies in the systematic review
1 Design was defined by the authors of this systematic review.
2 Only data regarding the qualitative methodology were extracted.
3 The game was pilot tested by 3 PhD students to ensure it worked correctly.
The number of included participants ranged from 6 to 354 (Lambertsen et al., 2016; Smith et al., 2016). The population consisted of students in different stage of learning in the field of pharmacy (e.g., preprofessional year, professional year, B Pharm, MSc, PhD). One study included participants other than pharmacy students (Smith et al., 2016). A majority of the studies (n = 5; 71.42%) did not report the disciplines to which the games were applied (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Lambertsen et al., 2016; Smith et al., 2016). In the case of studies reporting this variable, one study applied the game to the discipline of “Pathophysiology and Pharmacotherapy” (Kinkade et al., 1995) and another study to “Provision of Health Care” (Smith et al., 2017). No study defined whether these disciplines were mandatory or elective in the pharmaceutical curriculum.
Definitions, terminologies, Characteristics, Duration of the Application of Digital Serious Games and Characteristics of the Control Group
The definitions of the games and/or serious games, the terminologies used to refer to digital serious games, the characteristics of digital serious games, and the tools and methodologies used in the control group are presented in Table 2. Most studies (n = 5; 71.42%) failed to present definitions for serious games or games (Bindoff et al., 2014; Kinkade et al., 1995; Lambertsen et al., 2016; Smith et al., 2016; Smith et al., 2017).
Terminologies adopted for digital serious games, definitions adopted for games and/or serious games, characteristics of the digital serious games, and characteristics of the tools/methodologies used in the control group
1 This game is also used in the study by Smith and colleagues (2017). Therefore, the game characteristics are the same.
The studies that presented this definition agreed that games are systems having rules that define how the user reaches the objective of the game (Berger et al., 2018; Hookham et al., 2015). As for the terminologies used to refer to the evaluated intervention, the most frequent terms were serious game (n = 4; 57.14%) (Berger et al., 2018; Hookham et al., 2015; Lambertsen et al., 2016; Smith et al., 2017) and computer simulation (or computer-based) (n = 3; 42.85%) (Bindoff et al., 2014; Kinkade et al., 1995; Smith et al., 2016).
In most studies (n = 5; 71.42%), the game scenarios were based on simulations in which users represented the pharmacist’s role (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Kinkade et al., 1995; Lambertsen et al., 2016). The most frequent scenario was community pharmacy (n = 3; 42.85%) (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015). Furthermore, in three studies (42.85%), the games used elements related to the practice of drug dispensing (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015). Two studies used the same game (SPENT) (Smith et al., 2016; Smith et al., 2017). The freedom to make decisions was a feature present in most of the evaluated games, implying that there is no single way to solve the game (Berger et al., 2018; Bindoff et al., 2014; Lambertsen et al., 2016; Smith et al., 2017). These games allowed different “learning paths” with individualized experiences among students.
The lowest average duration of the games was 30 min (Hookham et al., 2015). However, three studies (42.85%) had an average duration of 50 min (Lambertsen et al., 2016; Smith et al., 2016; Smith et al., 2017). Two studies (28.57%) failed to report this variable (Berger et al., 2018; Kinkade et al., 1995). Regarding the characteristics of the interventions performed in the control group, three studies presented paper-based clinical cases that were similar or equal to the cases used in the games (Berger et al., 2018; Bindoff et al., 2014; Kinkade et al., 1995).
Outcomes, Evaluation Methods, Main Results, and Limitations
The outcomes, assessment methods, and main results of the studies are described in Table 3. The most frequent primary outcomes were related to knowledge (n = 3; 42.85%) (Berger et al., 2018; Bindoff et al., 2014; Kinkade et al., 1995) and attitudes (n = 5; 71.42%) (Berger et al., 2018; Hookham et al., 2015; Lambertsen et al., 2016; Smith et al., 2016; Smith et al., 2017). Only one study evaluated the participant’s perceptions on skills (Berger et al., 2018). No study presented definitions of knowledge, skills, and attitudes.
Primary and/or secondary outcomes, methods for outcomes assessment and main results
1 The primary and secondary outcomes were defined according to the outcomes of interest in this systematic review.
2 Only data regarding the qualitative methodology were extracted.
3 This instrument is also used in the study by Smith and colleagues (2017). Therefore, the instrument characteristics are the same.
4 Results of intervention vs control group.
5 Results of pre- vs post-intervention.
6 The analysis of statistical significance was performed for all study participants, which includes other participants besides Pharmacy students.
Tests and questionnaires for self-evaluation were the most frequent methods for assessing knowledge (Bindoff et al., 2014; Kinkade et al., 1995), skills, and attitudes (Berger et al., 2018; Hookham et al., 2015; Smith et al., 2016; Smith et al., 2017). When comparing the baseline results with the post-intervention results of the two before-and-after studies without a control group (n = 2; 28.57%) (Smith et al., 2016; Smith et al., 2017), a significant improvement was noted in one study (Smith et al., 2017).
In the study by Smith et al. (2016), there was an improvement in the results when comparing the baseline results with the post-intervention results. However, it was not possible to confirm whether it was a significant improvement since the analysis of statistical significance was performed for all study participants, and not just for pharmacy students. As for the studies that presented a control group (n = 3; 42.85%) (Berger et al., 2018; Bindoff et al., 2014; Kinkade et al., 1995), no significant improvement was observed in the intervention group compared to the control group.
Usability and satisfaction with games were the most evaluated secondary outcomes (n = 5; 71.42%) (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Lambertsen et al., 2016; Smith et al., 2017). These variables were evaluated positively in only two studies (28.57%) (Lambertsen et al., 2016; Smith et al., 2017). The most cited limitations were related to sampling characteristics (e.g., a small number of participants, the predominance of a certain gender, and differences in the number of participants between groups) (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015; Smith et al., 2017) and design (e.g., absence of a control group) (Smith et al., 2016; Smith et al., 2017). One study did not report limitations (Lambertsen et al., 2016).
Quality Assessment
Only one study was evaluated using the CASP tool (Supplemental File 4) (Lambertsen et al., 2016). This study presented a clear description of the research objectives and an adequate recruitment strategy, clearly demonstrating the significance of the research. However, most of the items received an answer “no” (n = 4; 40%) or “not reported” (n = 3; 30%), indicating gaps in their methodological quality. Other studies were evaluated using the MERSQI tool (n = 6) (Supplemental File 5) (Bindoff et al., 2014; Hookham et al., 2015; Kinkade et al., 1995; Smith et al., 2016; Smith et al., 2017). The score ranged from 6.0 to 12.5, with an average of 9.83 ± 2.2 (Berger et al., 2018; Bindoff et al., 2014; Hookham et al., 2015). The scores were higher for the data-analysis domain. No article presented tests of internal validity or relevant evidence regarding relationships with other variables.
Discussion
Serious games are an educational strategy widely used in areas such as medicine and nursing (Blakely et al., 2009; Gentry et al., 2019; Graafland et al., 2012). However, this systematic review found only a small number of studies in the field of pharmacy. A factor that may have influenced this number was the focus to apply digital serious games to patient care. It is worth mentioning that there are studies on digital serious games in other areas of pharmacy education (such as drug production) (Cruz-Benito et al., 2016; Dudzinski et al., 2013; Ee et al., 2018; Wang et al., 2016) that were excluded from this review. Thus, given its purpose, the number of included studies may not reflect the use of digital serious games in other areas of pharmacy education.
The American Association of Colleges of Pharmacy and Accreditation Council for Pharmacy Education encourage the use of technologies as a complementary teaching tool. This may explain the high number of studies performed in the United States that were included in this systematic review (Accreditation Council for Pharmacy Education, 2015; Cain et al., 2014; Crass & Romanelli, 2018). Other factors that may reflect this number are the pioneering role of the United States in pharmaceutical care and the use of digital serious games in other areas such as economics, military, and healthcare as well as the ability to incur the high cost involved in the development of these technologies (Carter, 2016; Gentry et al., 2019; Ijaz et al., 2019; Sardi et al., 2017).
Similar to our systematic review, some reviews identified a high number of publications on gamified apps and serious games in the healthcare field that became available after 2014 (Gentry et al., 2019; Gorbanev et al., 2018; Wang et al., 2016). This likely reflects the recent trend to use digital serious games in the teaching of pharmacy. More recently, the Report of the Academic Affairs Committee 2013 - 2014 of the American Association of Colleges of Pharmacy declared support for the use and development of serious games to improve pharmaceutical and interprofessional education (American Association of Colleges of Pharmacy, 2013; Cain et al., 2014).
In the included studies, a terminology frequently used for digital serious games was computer (or computer-based") simulation. Thus, it is necessary to discuss when a simulation becomes a game. According to Wang et al. (2016), there is no clear concept or consensus that differentiates simulations and games. These authors argue, for example, that meetings with virtual patients are not necessarily digital serious games solely owing to the use of computers. Bigdeli and Kaufman (2017) determine that the terms “game”, “simulation” and “simulated game” are used interchangeably with overlapping definitions. For these authors, games and simulations have similarities as rules, mechanics, collaboration, and interactivity with high reasoning and mental engagement. On the contrary, games have elements of competition and entertainment, while simulations try to mimic real-life and normally do not possess these elements.
In this context, we understand that simulation and digital serious games are different terminologies that can be related. Simulation is an active learning methodology that can be performed using different techniques and tools, such as role-play, simulated patients, mannequins, and digital technological tools (Curtin et al., 2011; Issenberg & Scalese, 2008; Lins et al., 2011; Noori et al., 2014; Vyas et al., 2013). Digital serious games, in turn, are digital educational technologies that have different genres such as adaptation, adventure, board, puzzle, quiz, and simulation (Bigdeli & Kaufman, 2009; Graafland et al., 2012; Wang et al., 2016). Thus, we believe that not every digital serious game can be considered a simulation, and not all digital simulation occurs through digital serious games. The definition of a digital serious game as a technological tool for simulation will depend on its characteristics. In this sense, we intend this review to be a new starting point for discussions related to the definitions of “game”, “simulation,” and “simulated game” in the literature.
As for the characteristics of digital serious games, a majority of studies included in this review used games to develop knowledge and attitudes related to drug dispensing. This is a clinical pharmacy service that provides medicines or health products through the analysis of technical and legal aspects of prescription, assessment of patients’ individual health needs, the performance of interventions in the process of medication use, counseling, and documentation of the interventions) in community pharmacies (Ministry of Health of Brazil, 1998; Hernández et al., 2015; National Health Service, 2013). Drug dispensing is the most traditional clinical service performed by pharmacists (Hawksworth et al., 1999; Holland & Nimmo, 1999). Furthermore, studies have shown that drug dispensing is the most widely disseminated service in community pharmacies around the world that serves a variety of people and requires pharmacists to have knowledge, skills, and attitudes to provide quality care (Abaurre et al., 2014; Angonesi & Renno, 2011; Martins et al., 2015). In drug dispensing, as in other pharmaceutical clinical services, medication is an important instrument but the focus of the service must be on the patient’s needs. Therefore, there is a need for educational tools that contribute to the development of the competencies related to drug dispensing (i.e., patient education and counseling) in pharmacy education.
The assessment of attitudes and behavioral aspects was performed in most of the included studies in this systematic review. In contrast, a systematic review of the use of games in medical education identified that most articles focused on assessing only knowledge and skills (Gorbanev et al., 2018). Another noteworthy finding was that no article included in our review assessed the effect of games on the development of competencies in an integrated manner (knowledge, skills, and attitudes) in pharmacy education when related to patient care. Future studies should focus on all competencies to train motivated and qualified professionals to improve patient care.
The assessment of competencies related to patient care, especially when performed in an integrated manner, can identify gaps between teaching and learning (Croft et al., 2019; Hill et al., 2006). Consequently, they can help to identify needs and generate new learning approaches for developing competencies needed to provide quality pharmaceutical care. From this perspective, most studies included in this review did not demonstrate a significant improvement in knowledge, skills, and attitudes. In contrast, a systematic review that evaluated the use of serious games in the training of health professionals showed that, of the 19 studies, only two did not report significant differences in knowledge and skills between the control and intervention groups (Wang et al., 2016).
In terms of the effectiveness of digital serious games, the differences observed between this review and other studies in the literature may be related to the methodological quality of the reviewed studies. The included studies had an average score below the values observed in other systematic reviews (Gorbanev et al., 2018; Wang et al., 2016). Moreover, most included studies did not report their duration and variabilities were observed in the sample type and size. Another issue that is very important for the effectiveness of the games used as tools is validation. The studies included in this review failed to present information on the previous validation of games before their use as teaching tools. According to the literature, serious games should go through a validation process that includes tests of apparent validity: content, construct, concurrent, discriminant, and predictive (Gallagher et al., 2003; Schijven & Jakimowicz, 2005). These findings about duration, sample type and size, as well as validation can compromise the evaluation of digital serious game effects, once those characteristics are essential for any scientific research as they allow the generation of robust evidence regarding the effect of these tools on pharmacy education.
Most of the studies included in this review produced negative results related to the usability and satisfaction of digital serious games. Systematic reviews evaluated the satisfaction of healthcare students and professionals with serious games in a non-grouped manner and, consequently, in an inconclusive manner (Gorbanev et al., 2018; Ijaz et al., 2019; Wang et al., 2016). Motivation and satisfaction are important elements to achieve the proposed learning objectives since they can influence the users’ decision to use the game (Liao & Wang, 2011; Liao, 2015, Vlachopoulos & Makri, 2017). It is also important to emphasize that learning satisfaction can be related to users’ intrinsic factors as well as characteristics of the games and their application (Mayer, 2013). Thus, another hypothesis to explain the negative results related to the effectiveness of serious games in pharmacy education might be the relationship between usability, satisfaction, and learning outcomes. That is, the negative results of these tools related to usability may have influenced satisfaction and, consequently, the learning results. Therefore, future studies may appropriate the findings of this review and give greater emphasis on usability in the development of digital serious games, as well as assessing the relationship between usability of games, satisfaction, and learning outcomes.
Given the data presented in our review, limited and uncertain scientific evidence is available on the effectiveness of serious games on the development of knowledge, skills, and attitudes related to patient care in pharmacy education. However, literature has reported that the main advantage of digital serious games is the involvement and motivation of users in the teaching-learning process (Graafland et al., 2012). This is important since the apprentices of the current generation of “digital natives” grew up exposed to technologies and therefore have educational needs different from those that would be complementary to traditional methods (Inter-American Development Bank, 2006).
To overcome these challenges, educational institutions must invest in the development and acquisition of technological resources such as serious games to stimulate the teaching-learning process. Ultimately, stimulating games should be played for pleasure and not simply to fulfill a curricular requirement (Ravyse et al., 2017). Despite the complexity involved, following the stages of serious game development recommended in the literature as well as the validation process remains essential for the development of quality and stimulating tools, ensuring that educational goals are achieved. Therefore, educational institutions must be concerned with the effect of digital serious games on transferring learning to real practice scenarios and with changes in organizational practices leading to better results for patients.
Directions for Assuring the Quality of Future Studies Applying Digital Serious Games in Pharmacy Education
The heterogeneity, methodological quality, and the number of included studies, while not being issues inherent to the methodology of this systematic review, may have compromised its main objective. The heterogeneity of studies in the learners’ stage of study (undergraduate or graduate) and the assessment methods may have influenced the comparability and generalization of the findings. The methodological flaws in the included studies such as the failure to mention the duration of the study, use of small samples, and the low number of validated games may have compromised data extraction as well as the generation of robust evidence on the effect of digital serious games on teaching the topic of patient care in pharmacy education. These issues must be overcome in future studies on this topic.
The quality assessment of the included studies has identified other methodological issues to be addressed in future research. Specifically, experimental, quasi-experimental, and observational studies should focus mainly on the following aspects: to conduct studies in more than one institution; to assess the effectiveness of digital serious games using objective measurement; to assess the validity of the evaluation instrument, present the internal structure, content, and relationships to other variables; to present data analysis appropriate for study design or type of data; to conduct complex (not just a descriptive) data analysis. Qualitative studies should focus mainly on the following issues: to assess if the qualitative methodology is appropriate for study; to justify the research design; to collect the data in a way that addresses the research issue; to examine the relationship between the researcher and participants; to present the ethical issues; rigorously to analyze data; to present a clear statement of findings.
Strengths and Limitations
This study has several strengths and limitations. To our knowledge, this is the first systematic review on the effect of digital serious games related to patient care in pharmacy education. This review did not limit the selection of the year of publication and methodological quality of the studies. It included both qualitative studies and intervention studies, enabling a broader view of the topic and identifying the methodological gaps that must be filled in future studies. Also, a rigorous method of data compilation and presentation was used by two reviewers evaluating titles, abstracts, and full-texts as well as data extraction. The same reviewers also performed quality assessment using the tools recommended by the literature that increased the internal validity of the study findings. This review followed the Cochrane guidelines for systematic review as well as the AMSTAR and PRISMA tools that supported the review quality. Conversely, the absence of a search in the gray literature and the inclusion of studies that used the term "game" to refer to the digital educational technology could be considered as limitations that may have influenced the number of studies included in this review.
Conclusions
The assessment of the effectiveness of digital serious games for patient care in pharmacy education is primarily performed in a fragmented manner with a focus on knowledge, skills, or attitudes. In this review, a majority of the included studies found no significant improvement in the primary outcomes. Also, evidence on this subject is limited and not very robust due to the low methodological quality and number of studies on the effect of these learning tools on developing competencies relevant to patient care in pharmacy education.
Future studies must provide high-quality, evaluating the effect of digital serious games in an integrated manner, allowing the transfer of learning to real-life scenarios and facilitating changes in organizational practices of pharmacy students and pharmacists who provide patient care.
Footnotes
Acknowledgments
The authors thanks specially to Alfredo Dias de Oliveira Filho, Alessandra Rezende Mesquita, Daniel Tenório da Silva, Giselle de Carvalho Brito, Izadora Menezes da Cunha Barros, Sabrina Cerqueira Santos, as well as, the researchers of the Laboratory of Teaching and Research in Social Pharmacy (LEPFS) for their contributions to this manuscript.
Declaration of Conflicting Interests
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship and/or publication of this article: This study was financed in part by the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior --Brasil (CAPES) --Finance Code 001. The funder had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. In addition, the authors (ROSS, DCSAA and KSSR) received financial support of the Coordination of Superior Level Staff Improvement (CAPES) and Technological Innovation Support of the State of Sergipe (FAPITEC/SE) (scholarship/research grant).
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