Gamification as an educational tool to address antimicrobial resistance: a systematic review

Author:

Nowbuth Avis A12ORCID,Asombang Akwi W23,Alaboud Khuder45,Souque Célia67,Dahu Butros M45,Pather Kyrtania8,Mwanza Monica M2,Lotfi Sameen2,Parmar Vikram S1

Affiliation:

1. Department of Neuromedicine and Movement Sciences, Norwegian University of Science and Technology (NTNU) , Trondheim , Norway

2. Department of Research, Pan-African Organization for Health Education and Research (POHER) , Manchester, MO , USA

3. Division of Gastroenterology, Massachusetts General Hospital (MGH), Harvard Medical School , Boston, MA , USA

4. Institute for Data Science and Informatics, University of Missouri , Columbia, MO , USA

5. Department of Health Management and Informatics, University of Missouri , Columbia, MO , USA

6. Department of Biomedical Informatics, Harvard Medical School , Boston, MA , USA

7. Laboratory of Systems Pharmacology, Harvard Medical School , Boston, MA 02115 , USA

8. Department of Family Medicine and Primary Care, University of the Witwatersrand , Johannesburg , South Africa

Abstract

Abstract Background Antimicrobial resistance (AMR) poses a serious threat to global healthcare, and inadequate education has been identified as a major challenge by the WHO. The human , animal and agricultural sectors contribute to the emergence of AMR. Gamification has emerged as an innovative tool to improve knowledge and change behaviours. Our study provides an overview of the literature on existing games in prescribers’ education across the One Health sectors, with a particular focus on the impact of gamification on learning. Methods Using the PRISMA guidelines, we searched Cochrane, PubMed, Scopus and Google Scholar for articles related to gamification for future prescribers of antimicrobials from inception until 28 March 2023. Retrieval and screening of articles was done using a structured search protocol with strict inclusion/exclusion criteria. Results A total of 120 articles were retrieved, of which 6 articles met the inclusion criteria for final analysis. High-income countries had the most studies, with one global study incorporating low- to middle-income countries. All games were evaluated in the human sector. Board and card games, featuring scoring and point systems, were the most prevalent game types. Most games focused on improving knowledge and prescribing behaviours of medical students, with bacteria or antibiotics as the only content. All studies highlighted the significant potential of gamification in mitigating AMR, promoting antimicrobial stewardship, and improving retention of information compared with conventional lectures. Conclusions Our review found an absence of studies in the animal and environmental sectors, disproportionately focused on medical students with questionable sample size, inadequate assessment of game content and effectiveness, and opportunities for game developers.

Funder

Department of Neuromedicine and Movement Sciences, Norwegian University of Science and Technology

Publisher

Oxford University Press (OUP)

Subject

Microbiology (medical),Infectious Diseases,Immunology and Allergy,Microbiology,Immunology

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