<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="review-article"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id><journal-id journal-id-type="publisher-id">games</journal-id><journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id><journal-title>JMIR Serious Games</journal-title><abbrev-journal-title>JMIR Serious Games</abbrev-journal-title><issn pub-type="epub">2291-9279</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v12i1e64939</article-id><article-id pub-id-type="doi">10.2196/64939</article-id><article-categories><subj-group subj-group-type="heading"><subject>Review</subject></subj-group></article-categories><title-group><article-title>Application of Gamification Teaching in Disaster Education: Scoping Review</article-title></title-group><contrib-group><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Bai</surname><given-names>Shiyi</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author" equal-contrib="yes"><name name-style="western"><surname>Zeng</surname><given-names>Huijuan</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/><xref ref-type="fn" rid="equal-contrib1">*</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Zhong</surname><given-names>Qianmei</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Shen</surname><given-names>Yuqi</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><name name-style="western"><surname>Cao</surname><given-names>Lulu</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>He</surname><given-names>Mei</given-names></name><degrees>BSc</degrees><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff id="aff1"><institution>Department of Nursing, Mianyang Central Hospital, Affiliated with the School of Medicine, University of Electronic Science and Technology of China</institution>, <addr-line>No.12 Changjia Alley, Jingzhong Street, Fucheng District</addr-line><addr-line>Mianyang</addr-line>, <country>China</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Coristine</surname><given-names>Andrew</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Jaccard</surname><given-names>Dominique</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Church</surname><given-names>Terry</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Mei He, BSc, Department of Nursing, Mianyang Central Hospital, Affiliated with the School of Medicine, University of Electronic Science and Technology of China, No.12 Changjia Alley, Jingzhong Street, Fucheng District, Mianyang, 621000, China, 86 13778440262; <email>hemeimy@163.com</email></corresp><fn fn-type="equal" id="equal-contrib1"><label>*</label><p>these authors contributed equally</p></fn></author-notes><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>11</day><month>12</month><year>2024</year></pub-date><volume>12</volume><elocation-id>e64939</elocation-id><history><date date-type="received"><day>31</day><month>07</month><year>2024</year></date><date date-type="rev-recd"><day>17</day><month>10</month><year>2024</year></date><date date-type="accepted"><day>19</day><month>10</month><year>2024</year></date></history><copyright-statement>&#x00A9; Shiyi Bai, Huijuan Zeng, Qianmei Zhong, Yuqi Shen, Lulu Cao, Mei He. Originally published in JMIR Serious Games (<ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>), 11.12.2024. </copyright-statement><copyright-year>2024</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://games.jmir.org/2024/1/e64939"/><abstract><sec><title>Background</title><p>With climate change, the number of natural disasters is increasing globally, and the resulting weather-related events lead to increased loss of life and property. Meanwhile, the significance of disaster education is becoming increasingly important. Despite natural disasters being hard to predict, people&#x2019;s responses to such events can be improved by education and training. Gamification, an innovative teaching method, has demonstrated great potential across various fields, including disaster education.</p></sec><sec><title>Objective</title><p>We aimed to investigate the different application types of gamification in disaster education, focusing on nursing staff, medical professionals, university students, and disaster relief workers. Specifically, the goal was to identify the types of gamified teaching used in disaster education.</p></sec><sec sec-type="methods"><title>Methods</title><p>This scoping review was conducted according to the Joanna Briggs Institute methodology. The Participants, Concept, Context (PCC) model was used to frame the inclusion criteria. We performed a systematic search of the relevant literature across the Cochrane Library, PubMed, CINAHL, Embase, Web of Science, CNKI, Wanfang, VIPC, and SinoMed databases. Articles published in Chinese and English were selected for the review. The search was conducted to identify literature published from the establishment of the respective databases to April 21, 2024. Two researchers independently screened the literature according to the inclusion and exclusion criteria and extracted the data.</p></sec><sec sec-type="results"><title>Results</title><p>We included a total of 16 studies in this review, originating from 8 different countries. These studies involved 1744 participants: nursing students (n=451), medical students from other majors (n=420), college students (n=287), hospital decision makers (n=264), hospital medical staff (n=262), and disaster relief workers (n=60). The gamification approaches for teaching and learning encompassed the following 7 categories: tabletop games, serious games, scenario simulation games, virtual reality and mobile games, theme games, board games, and escape room games. The objectives of the studies were diverse. Three studies conducted randomized controlled trials, with only 1 performing a comparative analysis between different games. Two studies carried out long-term outcome evaluations.</p></sec><sec sec-type="conclusions"><title>Conclusions</title><p>This scoping review explored 7 types of games for disaster education and provided evidence for future education and training. Further research is needed to establish a long-term evaluation mechanism and a better game-based teaching program to provide more insights into the future of disaster education.</p></sec></abstract><kwd-group><kwd>disaster education</kwd><kwd>disaster</kwd><kwd>gamification teaching</kwd><kwd>scoping review</kwd><kwd>gamification</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><sec id="s1-1"><title>Background</title><p>The changing climate has increased extreme weather events, rendering global natural disasters more pronounced in terms of frequency, intensity, and complexity. At the World Climate Adaptation Summit 2021, UN Secretary-General Guterres highlighted that over the past 50 years, weather, climate, and water-related disasters have led to more than 110,000 incidents, resulting in economic losses totaling up to US $3.6 trillion [<xref ref-type="bibr" rid="ref1">1</xref>]. Various disasters present an unparalleled challenge to the sustainable development of human societies. Comprehensive solutions should be applied immediately to reduce economic loss and guarantee the healthy development of human societies [<xref ref-type="bibr" rid="ref2">2</xref>]. Disaster education and training can help people partly solve this problem by heightening disaster awareness and preparedness, thereby strengthening their resilience to potential threats. Hence, disaster education is important in the face of a global disaster crisis.</p><p>One study has noted that traditional disaster education methods typically involve lectures or simulation exercises [<xref ref-type="bibr" rid="ref3">3</xref>]. In recent years, gamification teaching has gained increasing attention as an innovative and interactive learning approach that has shown great potential in various fields, such as driving skills training and medical equipment operation [<xref ref-type="bibr" rid="ref4">4</xref>]. This method effectively reduces the cost and time of large-scale teaching by creating teaching aids and gamified software that simulate real-life scenarios and help beginners learn skills faster. Gamification is simply defined as &#x201C;the use of game design elements in non-game environments to motivate learners by increasing participation, granting autonomy, and allowing learners to demonstrate competence, in line with self-determination theory&#x201D; [<xref ref-type="bibr" rid="ref5">5</xref>-<xref ref-type="bibr" rid="ref12">12</xref>]. Research has shown that gamification in medical education has become popular due to its ability to enhance cognitive abilities such as analytical thinking, spatial reasoning, and memory retention [<xref ref-type="bibr" rid="ref3">3</xref>]. Additionally, gamification is very beneficial for learning knowledge [<xref ref-type="bibr" rid="ref13">13</xref>].</p><p>Existing research has explored disaster education and training for medical students, health care professionals, and university students and found that most studies have incorporated gamified teaching, which is undoubtedly a positive development. However, these studies often focus on specific groups or types of games, and a systematic understanding of the application types and effectiveness of gamified teaching in disaster education has not yet been discussed thoughtfully. Given the limitations of the current research status, especially the lack of a comprehensive literature review on the application types of gamification in disaster education, this scoping review is particularly important and urgent.</p><p>This review aims to collect and deeply analyze existing literature by summarizing various types of games that have been adopted in disaster education. Through this effort, we hope to provide educators with a comprehensive perspective for understanding the current application status of gamification in disaster education.</p></sec><sec id="s1-2"><title>Objective</title><p>The main objective of this scoping review is to map the different application types and implementation of gamification in disaster education. Thus, this review aims to conduct a statistical analysis of recent research, which focuses on application types of gamification teaching in disaster education, for nursing staff, medical professionals, university students, and disaster relief workers. <xref ref-type="other" rid="box1">Textbox 1</xref> presents the review objective and questions from scoping review protocols.</p><boxed-text id="box1"><title> Review objectives and questions from scoping review protocols.</title><p><bold>Objectives</bold></p><p>Identify the types of gamified teaching used in disaster education.</p><p><bold>Review questions</bold></p><p>What types of games are used in disaster education?</p><p><bold>Participants</bold></p><p>Nursing staff, medical professionals, university students, and disaster relief workers.</p><p><bold>Concept</bold></p><p>Game types for disaster education.</p><p><bold>Context</bold></p><p>Educational or clinical environments in any geographical location.</p></boxed-text></sec></sec><sec id="s2" sec-type="methods"><title>Methods</title><sec id="s2-1"><title>Design</title><p>The utilization of scoping reviews, which is the preferred approach for synthesizing knowledge on the nature and scope of the available evidence, may not be appropriate for a more targeted and systematic review of the evidence due to its inclusiveness [<xref ref-type="bibr" rid="ref14">14</xref>]. Scoping reviews can be employed to elucidate fundamental concepts and pinpoint knowledge gaps in emerging areas of information [<xref ref-type="bibr" rid="ref15">15</xref>]. As there is currently no review discussing the types of gamification used in disaster education, we aimed to perform a scoping review to answer our research objectives. This review was conducted using the rigorous procedures of the Joanna Briggs Institute (JBI) methodology [<xref ref-type="bibr" rid="ref16">16</xref>]. The report adhered to the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews; <xref ref-type="supplementary-material" rid="app2">Checklist 1</xref>) [<xref ref-type="bibr" rid="ref17">17</xref>].</p></sec><sec id="s2-2"><title>Literature Search</title><p>The system conducted a comprehensive search of relevant literature in reputable databases including the Cochrane Library, PubMed, CINAHL, Embase, Web of Science, CNKI, Wanfang, VIPC, and SinoMed databases. The selection of databases, keywords, and relevant indexing (eg, Medical Subject Headings [MeSH] and other database-specific search techniques) were finalized in collaboration with the experienced librarian. The full search strategy is presented in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>. The search was conducted to identify literature published from the establishment of the respective databases to April 21, 2024.</p></sec><sec id="s2-3"><title>Inclusion and Exclusion Criteria</title><p>This study utilized the 2020 JBI Australia&#x2019;s updated scoping review guidelines as a methodological framework [<xref ref-type="bibr" rid="ref14">14</xref>]. The inclusion criteria were determined based on the principle of Participants, Concept, Context (PCC; <xref ref-type="table" rid="table1">Table 1</xref>). Specifically, the study focused on (1) participants, nursing staff, medical professionals, university students, and disaster relief workers; (2) concept, which was game-based instructional technology interventions provided in various types of disaster teaching; (3) context, which included game-based technology interventions in schools, hospitals, and training institutions; (4) and literature type, which was original research, including quantitative, qualitative, and mixed studies. Some sources of evidence, such as letters, conference abstracts, and news, were excluded because they would not be appropriate or useful to answer the research question.</p><table-wrap id="t1" position="float"><label>Table 1.</label><caption><p>Inclusion and exclusion criteria.</p></caption><table id="table1" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Item</td><td align="left" valign="bottom">Inclusion criteria</td><td align="left" valign="bottom">Exclusion criteria</td></tr></thead><tbody><tr><td align="left" valign="top">Participant</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Nursing services</p></list-item><list-item><p>Medical professionals</p></list-item><list-item><p>College Students</p></list-item><list-item><p>Disaster relief workers</p></list-item></list></td><td align="left" valign="top">All other professions</td></tr><tr><td align="left" valign="top">Context</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Types of application of gamification</p></list-item></list></td><td align="left" valign="top">Not related to types of application of gamification in disaster education</td></tr><tr><td align="left" valign="top">Concept</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Disaster education</p></list-item></list></td><td align="left" valign="top">Not related to disaster education</td></tr><tr><td align="left" valign="top">Type of studies</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>Original studies</p></list-item></list></td><td align="left" valign="top">Conference, abstracts, books, letters, news, etc</td></tr><tr><td align="left" valign="top">Language</td><td align="left" valign="top"><list list-type="bullet"><list-item><p>English, Chinese</p></list-item></list></td><td align="left" valign="top">Language issue</td></tr></tbody></table></table-wrap></sec><sec id="s2-4"><title>Study Selection</title><p>The literature was imported into EndNote20 (Clarivate) for organization and deduplication [<xref ref-type="bibr" rid="ref18">18</xref>]. Two professionally trained researchers defined the inclusion and exclusion criteria and initially screened titles and abstracts for primary selection. Full-text reviews for secondary screening were conducted independently by one researcher, and any discrepancies were resolved through discussion with a third party. Consensus for the inclusion of articles was required from all researchers. Information extracted was tailored to the research question, including author, year, participants, sample size, concepts, design/methodology, and key findings.</p></sec><sec id="s2-5"><title>Data Charting</title><p>Before formally extracting the data, we completed two steps. First, after discussions among the research group, a data extraction table was formed according to the research purpose, which was adapted from the JBI scoping review method [<xref ref-type="bibr" rid="ref14">14</xref>]. Second, the form was pilot-tested by SB and HZ on three randomly selected articles to ensure consistency. As the percentage of agreement was over 90% for each pair, we proceeded with data abstraction for the remaining articles and resolved any conflicts through discussion. We extracted data on the study&#x2019;s first author, publication year, country of origin, participants, context, concept, design/methodology, and key findings.</p></sec><sec id="s2-6"><title>Data Synthesis</title><p>After conducting search and selection processes, graphs and tables were utilized to organize and summarize the study data. First, the extracted data were analyzed using descriptive statistics based on the characteristics of the study to report study characteristics, participants, concepts, and findings. The similarities and differences were then compared between the different studies based on the extracted data. Second, the Kirkpatrick model was used to evaluate the effectiveness of using games in disaster education. The Kirkpatrick model for evaluating training programs outlines four levels of evaluation [<xref ref-type="bibr" rid="ref19">19</xref>]. The first level assesses trainee satisfaction with the training experience. The second level measures the trainee&#x2019;s acquisition of knowledge, skills, or experience resulting from the training. The third level evaluates whether the trainee applies what they have learned (behavioral change). The last level focuses on outcomes to determine if the training positively impacts patient outcomes [<xref ref-type="bibr" rid="ref20">20</xref>]. The data in the evidence table were collected based on the discussed topics. It is possible to synthesize any data related to the type of gamified instruction used in disaster education.</p></sec></sec><sec id="s3" sec-type="results"><title>Results</title><sec id="s3-1"><title>Selection Process</title><p>A total of 1954 abstracts were sourced from the 9 databases. First, the duplicates were removed, and 1640 records were retained. Subsequently, 1515 documents were excluded based on title and abstract screening. Full-text reviews were then conducted, which narrowed down the selection to 125 documents. Finally, 102 articles were removed following the study inclusion and exclusion criteria, and 16 articles were left for the final review [<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref36">36</xref>]. The study search and selection process is shown in <xref ref-type="fig" rid="figure1">Figure 1</xref>.</p><fig position="float" id="figure1"><label>Figure 1.</label><caption><p>Literature screening process.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v12i1e64939_fig01.png"/></fig></sec><sec id="s3-2"><title>Study Characteristics</title><p>The author(s) name, participants, context, concept, design/methodology, and key findings of the included studies are summarized in <xref ref-type="table" rid="table2">Table 2</xref>. The examined articles were published between 2010 and 2024. Out of 16 studies, the majority of them (n=6) were conducted in China [<xref ref-type="bibr" rid="ref23">23</xref>-<xref ref-type="bibr" rid="ref25">25</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. The remaining studies were conducted in the United States (n=2) [<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref35">35</xref>], Germany (n=2) [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref34">34</xref>], Iran (n=2) [<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref31">31</xref>], Spain (n=1) [<xref ref-type="bibr" rid="ref21">21</xref>], Korea (n=1) [<xref ref-type="bibr" rid="ref30">30</xref>], the United Kingdom (n=1) [<xref ref-type="bibr" rid="ref26">26</xref>], and Malaysia (n=1) [<xref ref-type="bibr" rid="ref33">33</xref>]. In total, 6 studies employed a pretest and posttest design [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref33">33</xref>]: 3 studies used randomized controlled trials [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]; 2 studies utilized a pretest, posttest, and final test design [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]; and 1 study adopted a single-group design [<xref ref-type="bibr" rid="ref35">35</xref>]. The rest of the studies presented education or training process reports [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref34">34</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. Across the 16 studies, participants included nursing students (n=451), medical students from other majors (n=420), college students (n=287), hospital decision makers (n=264), hospital medical staff (n=262), and disaster relief workers (n=60). The number of participants per study ranged from 45 to 264, resulting in a total of 1744 participants for this scoping review.</p><table-wrap id="t2" position="float"><label>Table 2.</label><caption><p>Basic characteristics of the included literature [<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref36">36</xref>].</p></caption><table id="table2" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Authors</td><td align="left" valign="bottom">Participants</td><td align="left" valign="bottom">Context</td><td align="left" valign="bottom">Concept</td><td align="left" valign="bottom">Design/Methodology</td><td align="left" valign="bottom">Key findings</td></tr></thead><tbody><tr><td align="left" valign="top">Castro Delgado et al [<xref ref-type="bibr" rid="ref21">21</xref>]</td><td align="left" valign="top">Fifth-year medical students (n=108)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Tabletop games</td><td align="left" valign="top">Knowledge pretest and posttest</td><td align="left" valign="top">Useful for medical studies and high knowledge retention</td></tr><tr><td align="left" valign="top">Achatz et al [<xref ref-type="bibr" rid="ref22">22</xref>]</td><td align="left" valign="top">Hospital decision makers (n=264)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Tabletop games</td><td align="left" valign="top">Process report on training activities</td><td align="left" valign="top">Positive participants and good evaluation</td></tr><tr><td align="left" valign="top">Wang et al [<xref ref-type="bibr" rid="ref23">23</xref>]</td><td align="left" valign="top">Emergency medical staff (n=97)</td><td align="left" valign="top">In the emergency department</td><td align="left" valign="top">Tabletop games</td><td align="left" valign="top">Pretest and posttest</td><td align="left" valign="top">An effective method for disaster evacuation</td></tr><tr><td align="left" valign="top">Hu et al [<xref ref-type="bibr" rid="ref24">24</xref>]</td><td align="left" valign="top">Nursing students (n=167)</td><td align="left" valign="top">In the HELP and RESCUE curriculum</td><td align="left" valign="top">VR-MGBA<sup><xref ref-type="table-fn" rid="table2fn1">a</xref></sup></td><td align="left" valign="top">Pretest, posttest, and final test</td><td align="left" valign="top">VR-MGBAs outperformed traditional lectures in disaster evacuation</td></tr><tr><td align="left" valign="top">Hu et al [<xref ref-type="bibr" rid="ref25">25</xref>]</td><td align="left" valign="top">Third-year medical students (n=131)</td><td align="left" valign="top">In disaster medicine optional course</td><td align="left" valign="top">VR-MGBA</td><td align="left" valign="top">Pretest, posttest, and final test</td><td align="left" valign="top">An effective practice tool for medical students to care for patients during natural disaster</td></tr><tr><td align="left" valign="top">Knight et al [<xref ref-type="bibr" rid="ref26">26</xref>]</td><td align="left" valign="top">Doctors and nurses (n=91)</td><td align="left" valign="top">In major incident medical management and support courses</td><td align="left" valign="top">Serious games</td><td align="left" valign="top">Pragmatic controlled trial</td><td align="left" valign="top">Serious game outperforms traditional methods in enhancing learning and improving performance</td></tr><tr><td align="left" valign="top">Gao et al<break/>[<xref ref-type="bibr" rid="ref27">27</xref>]</td><td align="left" valign="top">Graduates majoring in risk and disaster-related fields (n=107)</td><td align="left" valign="top">In counterfactual scenarios</td><td align="left" valign="top">Serious games</td><td align="left" valign="top">Questionnaire survey, participant observation, and interviews</td><td align="left" valign="top">Innovative serious games help to make disaster-reducing decisions</td></tr><tr><td align="left" valign="top">Tsai et al [<xref ref-type="bibr" rid="ref28">28</xref>]</td><td align="left" valign="top">Students (n=67)</td><td align="left" valign="top">In-flood disaster education class</td><td align="left" valign="top">Serious games</td><td align="left" valign="top">Posttest and questionnaire evaluation</td><td align="left" valign="top">Improved student disaster prevention skills, learning interest, self-awareness, and civic responsibility</td></tr><tr><td align="left" valign="top">Masoumian Hosseini et al [<xref ref-type="bibr" rid="ref29">29</xref>]</td><td align="left" valign="top">Third-year nursing students (n=60)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Theme games</td><td align="left" valign="top">A pretest and posttest quasi-experimental study</td><td align="left" valign="top">An effective method for nursing students to improve their knowledge and skills of crisis management</td></tr><tr><td align="left" valign="top">Choi and Song [<xref ref-type="bibr" rid="ref30">30</xref>]</td><td align="left" valign="top">Disaster relief workers (n=60)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Simulation games</td><td align="left" valign="top">A single-blinded trial</td><td align="left" valign="top">Improved disaster relief worker skills, self-efficacy, and problem-solving</td></tr><tr><td align="left" valign="top">Masoumian Hosseini et al [<xref ref-type="bibr" rid="ref31">31</xref>]</td><td align="left" valign="top">Nursing students (n=120)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Scenario simulation games</td><td align="left" valign="top">Pretest and posttest</td><td align="left" valign="top">Enhanced learning sustainability</td></tr><tr><td align="left" valign="top">Gue et al [<xref ref-type="bibr" rid="ref32">32</xref>]</td><td align="left" valign="top">Medical students and emergency medicine residents (n=68)</td><td align="left" valign="top">In emergency department</td><td align="left" valign="top">Scenario simulation games</td><td align="left" valign="top">Cross-sectional prospective study, pretest, and posttest</td><td align="left" valign="top">Improved learner knowledge and confidence in managing real mass casualty incidents</td></tr><tr><td align="left" valign="top">Ma et al [<xref ref-type="bibr" rid="ref36">36</xref>]</td><td align="left" valign="top">Sophomore nursing students (n=104)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Theme games</td><td align="left" valign="top">A randomized controlled trial</td><td align="left" valign="top">Improves nursing student disaster nursing competence than scenario simulation</td></tr><tr><td align="left" valign="top">Chew et al<break/>[<xref ref-type="bibr" rid="ref33">33</xref>]</td><td align="left" valign="top">Medical students (n=113)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Board games</td><td align="left" valign="top">Pretest and Posttest</td><td align="left" valign="top">A potential tool for instructional activities</td></tr><tr><td align="left" valign="top">Drees et al<break/>[<xref ref-type="bibr" rid="ref34">34</xref>]</td><td align="left" valign="top">Doctors and nurses (n=74)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Board games</td><td align="left" valign="top">Process report on training activities</td><td align="left" valign="top">A high acceptance method for disaster medical education</td></tr><tr><td align="left" valign="top">Novak et al [<xref ref-type="bibr" rid="ref35">35</xref>]</td><td align="left" valign="top">College students (n=113)</td><td align="left" valign="top">In class</td><td align="left" valign="top">Escape room games</td><td align="left" valign="top">Single group testing</td><td align="left" valign="top">A potential method to increase student knowledge of disaster preparedness</td></tr></tbody></table><table-wrap-foot><fn id="table2fn1"><p><sup>a</sup>VR-MGBA: virtual reality mobile game&#x2013;based app.</p></fn></table-wrap-foot></table-wrap></sec><sec id="s3-3"><title>Types of Gamification Instruction</title><p>All 16 studies presented either subjective or objective findings. <xref ref-type="table" rid="table3">Table 3</xref> lists the types of gamified teaching and the number of articles for each type.</p><table-wrap id="t3" position="float"><label>Table 3.</label><caption><p>Types of gamification.</p></caption><table id="table3" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Gamification teaching type</td><td align="left" valign="bottom">Number of literature</td><td align="left" valign="bottom">Reference</td></tr></thead><tbody><tr><td align="left" valign="top">Tabletop games</td><td align="left" valign="top">3</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref23">23</xref>]</td></tr><tr><td align="left" valign="top">Serious games</td><td align="left" valign="top">3</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref25">25</xref>,<xref ref-type="bibr" rid="ref26">26</xref>]</td></tr><tr><td align="left" valign="top">Scenario simulation game</td><td align="left" valign="top">3</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref32">32</xref>]</td></tr><tr><td align="left" valign="top">VR-MGBA<sup><xref ref-type="table-fn" rid="table3fn1">a</xref></sup></td><td align="left" valign="top">2</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]</td></tr><tr><td align="left" valign="top">Theme games</td><td align="left" valign="top">2</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]</td></tr><tr><td align="left" valign="top">Board games</td><td align="left" valign="top">2</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>]</td></tr><tr><td align="left" valign="top">Escape room games</td><td align="left" valign="top">1</td><td align="left" valign="top">[<xref ref-type="bibr" rid="ref35">35</xref>]</td></tr></tbody></table><table-wrap-foot><fn id="table3fn1"><p><sup>a</sup>VR-MGBA: virtual reality mobile game-based app.</p></fn></table-wrap-foot></table-wrap><sec id="s3-3-1"><title>Tabletop Games</title><p>Three studies have applied tabletop games to disaster education practice and skill enhancement [<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref23">23</xref>]. As a study found, for fifth-year undergraduates majoring in public health and preventive medicine, the use of tabletop games in large-scale casualty events has a very high knowledge retention rate, and students believe that this method is very useful for medical research. For hospital decision makers, using tabletop games in triage management can improve their triage and treatment speed. Integrating tabletop games into disaster education for emergency department medical staff can enhance their sense of presence and realism, as well as improve their collaboration. This reflects the transformation of disaster education from theory to practice, as well as the educational philosophy of enhancing disaster response capabilities through practice.</p></sec><sec id="s3-3-2"><title>Serious Games</title><p>Three studies have employed serious games to enhance disaster education awareness and develop decision-making abilities [<xref ref-type="bibr" rid="ref26">26</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]. For college students and medical undergraduates, serious games can enhance their disaster awareness and sense of civic responsibility as well as help them learn how to make effective decisions to reduce disaster risks. A study suggests that compared to traditional teaching, using serious games in disaster education can improve the decision-making ability of medical staff in large-scale casualty events [<xref ref-type="bibr" rid="ref26">26</xref>].</p></sec><sec id="s3-3-3"><title>Scenario Simulation Games</title><p>Three studies have applied scenario simulation games to enhance practical skills and coping abilities in disaster education [<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref32">32</xref>]. Different categories of staff (eg, disaster relief personnel, emergency resident physicians, and nursing students) can conduct practical exercises in simulated disaster environments, enhancing their disaster response capabilities, confidence in managing complex situations, and performance in disaster. This method emphasizes enhancing practical skills and coping abilities through simulating real scenarios, which is very important for disaster education. However, researchers also pointed out that gamification can improve cognitive load and student performance, but it may increase extraneous cognitive load [<xref ref-type="bibr" rid="ref37">37</xref>]. Therefore, scenario simulation games should not be considered stand-alone teaching methods, and games contribute to learning when used in conjunction with instruction [<xref ref-type="bibr" rid="ref31">31</xref>].</p></sec><sec id="s3-3-4"><title>Virtual Reality Mobile Game-Based Apps</title><p>Two studies have used virtual reality mobile game-based apps (VR-MGBAs) in disaster education technology to innovate and explore new teaching modes [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]. By combining VR-MGBAs with disaster education, a study was conducted to evaluate the effectiveness of this teaching method [<xref ref-type="bibr" rid="ref25">25</xref>]. VR-MGBAs provide an immersive learning experience for nursing students, becoming an effective tool for learning disaster medicine, especially patient surge management. Moreover, the effectiveness of this teaching model has also been proven to be superior to traditional lectures in disaster evacuation management education and training. These studies demonstrate the potential of technological innovation in disaster education and provide useful references for the innovation and exploration of disaster education models.</p></sec><sec id="s3-3-5"><title>Theme Games</title><p>Two studies have applied theme games to optimize teaching methods and evaluate their effectiveness in disaster education [<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. One of the studies evaluated the effectiveness of different teaching methods (theme games and scenario simulations) in improving the disaster nursing abilities of nursing students [<xref ref-type="bibr" rid="ref36">36</xref>]. The results indicate that using theme games for teaching can effectively improve behavioral fluency and ability in crisis management, and it is even more effective than scenario simulation to some extent. This reflects the importance of optimizing teaching methods in disaster education, that is, by constantly exploring and comparing different teaching methods, we can find the most suitable teaching mode for students&#x2019; needs and learning outcomes, thereby improving the overall quality of disaster education.</p></sec><sec id="s3-3-6"><title>Board Games</title><p>Two studies have employed board games to enhance the interactivity of disaster education [<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>]. Researchers have found that this form of game has a positive effect on enhancing the participation and learning outcomes of medical staff and students. For medical staff, board games are considered very suitable for disaster education because they can convey complex disaster response knowledge in a relaxed and interesting way. For medical students, board games can enhance their sense of participation in disaster classrooms, making the learning process more vivid. This reflects the concept of integrating education with entertainment, which increases the fun and interactivity of learning through gamified teaching methods, thereby enhancing students&#x2019; interest and enthusiasm for learning.</p></sec><sec id="s3-3-7"><title>Escape Room Games</title><p>A study has used escape room games for specific disaster categories in disaster education [<xref ref-type="bibr" rid="ref35">35</xref>]. For college students, escape room games in earthquake disaster teaching can enhance students&#x2019; disaster preparedness knowledge.</p></sec></sec></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><sec id="s4-1"><title>Principal Results</title><p>From the establishment of the database until April 21, 2024, 16 studies and 7 different types of games were identified, highlighting the current lack of research on the application of gamified teaching in disaster education.</p><p>A total of 3 articles utilized tabletop games for instruction [<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref23">23</xref>], 3 used situational simulation games [<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref32">32</xref>], and 3 studies used serious games for teaching [<xref ref-type="bibr" rid="ref26">26</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]. The remaining studies covered VR-MGBAs, theme games, board games, and escape room games [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref33">33</xref>-<xref ref-type="bibr" rid="ref36">36</xref>]. The diverse purposes of the studies resulted in varied content designs and evaluation metrics. For instance, tabletop games teaching in mass casualty incident (MCI) response scenarios enhances knowledge retention and skill acquisition related to MCI response [<xref ref-type="bibr" rid="ref21">21</xref>]. Situational simulation games boost learners&#x2019; confidence in managing real MCIs [<xref ref-type="bibr" rid="ref32">32</xref>]. VR-MGBAs are effective in disaster medicine education and training, particularly for evacuation management scenarios [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]. Scenario-based simulation games improve disaster response competencies, including response-ability and knowledge [<xref ref-type="bibr" rid="ref30">30</xref>]. Theme game instruction is more effective than scenario-based simulation in enhancing nursing students&#x2019; disaster response competencies [<xref ref-type="bibr" rid="ref36">36</xref>]. The escape room games intervention has the potential to increase college students&#x2019; knowledge of disaster preparedness [<xref ref-type="bibr" rid="ref35">35</xref>]. Additionally, board games were as effective as tabletop games in promoting interactive participation, suggesting their potential as an adjunct to instructional activities [<xref ref-type="bibr" rid="ref34">34</xref>].</p><p>These studies collectively demonstrate the potential of gamified teaching in disaster education, emphasizing the importance of enhancing students&#x2019; practical skills and coping abilities through practice and simulation of real-life scenarios. In addition, these studies also indicate that by continuously exploring and comparing different teaching methods, the most suitable teaching mode for students&#x2019; needs and learning outcomes can be found, thereby improving the overall quality of disaster education. Researchers have also highlighted some challenges of gamified teaching in disaster education, such as the excessive number of students per group; the significant investment in resources, time, and energy; the limitations of the game scene; and its low potential for dissemination [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref36">36</xref>].</p></sec><sec id="s4-2"><title>Establishment of a Long-Term Evaluation Mechanism</title><p>The 16 literature pieces reviewed in this study vary in their description of the Kirkpatrick model levels. Four studies focused on immediate participant responses to gamification instruction [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref36">36</xref>], in line with the first level of the Kirkpatrick evaluation model. These studies showed that participants generally expressed high satisfaction with the gamification disaster education experience, indicating their acceptance and enjoyment of this type of instruction. Six studies utilized a pretest-posttest design [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref33">33</xref>], in line with the second level of the Kirkpatrick evaluation model. Additionally, only 2 studies utilized a pretest-posttest&#x2013;final test design [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>] to evaluate long-term effects, including 1 month after the posttest and the final test (6 weeks), in line with the fourth level of the Kirkpatrick evaluation model. These results indicate that future research should focus on the long-term effects of gamification instruction in disaster education. In summary, future research should comprehensively apply the Kirkpatrick model [<xref ref-type="bibr" rid="ref19">19</xref>], assessing not only participant satisfaction and short-term learning outcomes but also behavioral change and long-term effects to ensure the effectiveness and sustainability of gamification instruction in disaster education. This will optimize gamification teaching strategies and make them more useful in disaster education.</p></sec><sec id="s4-3"><title>Comparison of Different Games</title><p>Gamification teaching methods are widely utilized in disaster education, including tabletop games, VR-MGBAs, serious games, themed games, scenario-based simulations, escape rooms, and board games, each offering unique benefits. These findings align with previous studies on game-based education. For example, VR-MGBAs provide immersive experiences [<xref ref-type="bibr" rid="ref38">38</xref>], serious games drive learning through stories [<xref ref-type="bibr" rid="ref39">39</xref>], while scenario simulations and escape rooms simulate real-life situations, enhancing students&#x2019; practical abilities [<xref ref-type="bibr" rid="ref40">40</xref>]. However, existing studies have primarily focused on a single type of game, with only one study utilizing a randomized design experiment to compare the effectiveness of situational simulation games and thematic games in enhancing nursing students&#x2019; disaster-coping skills [<xref ref-type="bibr" rid="ref30">30</xref>]. The rest of the studies did not compare these game approaches. Therefore, future research should focus on conducting a systematic comparative analysis of these game approaches to reveal differences in their actual effectiveness in disaster education and provide more evidence for the use of gamification in disaster education in the future.</p></sec><sec id="s4-4"><title>Impact on Disaster Education</title><p>All of the included studies indicate that the application of various types of games significantly improves learners&#x2019; retention of knowledge, ability to cooperate, sense of presence, realism, awareness of disasters, decision-making ability, practical skills, and coping ability in disaster education. This demonstrates the effectiveness and potential of gamified learning in disaster education. From traditional tabletop games to modern virtual reality technology, various forms of gamified teaching methods not only enrich the teaching process but also enhance students&#x2019; interest and enthusiasm for learning. This diversity and innovation provide novel ideas and directions for disaster education. Although gamified learning has shown significant advantages in disaster education, research suggests that it should be combined with other teaching methods to achieve better learning outcomes. For instance, scenario simulation games can be integrated with lectures, and virtual reality mobile games can be combined with group discussions or case studies. This diversified teaching approach can fully leverage the advantages of different teaching methods and provide students with a comprehensive and in-depth learning experience.</p><p>Finally, it is worth noting that the majority (12/16, 76%) of identified intervention studies did not have a control group, which makes it challenging to draw clear conclusions about the effectiveness of various gamified teaching methods.</p></sec><sec id="s4-5"><title>Limitations</title><p>Despite this study&#x2019;s strengths, some of its limitations must be acknowledged. First, its scope was limited to peer-reviewed literature, excluding gray literature and non-original research omitted for practical reasons. In addition, only 5 English databases and 4 Chinese databases were searched, and 7 articles were not accessible in full text due to payment reasons, which may lead to missing relevant research results published in other databases. However, we have made efforts to minimize this limitation by using comprehensive search strings and utilizing literature-sharing platforms. For future reviews, a more comprehensive approach should be taken to assess more outcomes that may not be included in publications. Second, the quality of the included literature was not assessed, which precludes any conclusions on the effectiveness of gamification instruction. Third, language constraints also limited the search to Chinese and English literature, potentially resulting in relevant sources being missed. The purpose of this study was to provide a broad overview of the existing literature on the types of games used in disaster education, which can be a precursor to a systematic review. Future studies can narrow their focus to enable the use of the meta-analysis method. Despite these limitations, this review provides insight into the types of games used in disaster education that may be useful for future disaster education.</p></sec><sec id="s4-6"><title>Conclusion</title><p>This scoping review explores 7 game types used in disaster education and provides evidence for future disaster education and training, which will help to improve the ability and knowledge of nursing staff, medical professionals, university students, and disaster relief workers to cope with different types of disaster situations. Further research is needed to determine the evaluation of the long-term effectiveness of games in disaster education, conduct comparative analyses between different games, and develop more accurate training programs for more insights into future disaster education.</p></sec></sec></body><back><ack><p>We extend our gratitude to MS Zhilan Bai for her meticulous revisions of this paper. Additionally, we acknowledge Dr Ze He for his valuable guidance on the diagrams included herein.</p></ack><notes><sec><title>Data Availability</title><p>All data generated or analyzed during this study are included in this published article and its supplementary information files.</p></sec></notes><fn-group><fn fn-type="con"><p>SB was the principal investigator. SB was involved in conceptualization, study design, data collection, data curation, formal analysis, writing the original draft, and editing the revised draft. HZ was involved in conceptualization, data collection, review, and editing. YS and LC were involved in conceptualization and participated in discussions of study selection when the first two authors had conflicting opinions. QZ provided guidance on conceptualization and data. MH was involved in conceptualization, methodological guidance, data validation, formal analysis, writing review and editing, and supervision.</p></fn><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><glossary><title>Abbreviations</title><def-list> <def-item><term id="abb1">JBI</term><def><p>Joanna Briggs Institute</p></def></def-item><def-item><term id="abb2">MCI</term><def><p>mass casualty incident</p></def></def-item><def-item><term id="abb3">MeSH</term><def><p>Medical Subject Headings</p></def></def-item><def-item><term id="abb4">PCC</term><def><p>Participants, Concept, Context</p></def></def-item><def-item><term id="abb5">PRISMA-ScR</term><def><p>Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews</p></def></def-item><def-item><term id="abb6">VR-MGBA</term><def><p>virtual reality mobile game-based app</p></def></def-item></def-list></glossary><ref-list><title>References</title><ref id="ref1"><label>1</label><nlm-citation 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