Serious Games for Education
Articles published in this theme: 224 (scroll down to load remaining articles)
2026
BioDecryptors, a Bioinformatics Escape Game for Undergraduate and Postgraduate Learners in Clinical Microbiology: Prospective Before-and-After Study
JMIR Serious Games 2026 (Nov 05); 14:e94592
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Evaluating an AI-Powered Patient Simulator for Communication Skills Training: One-Year Randomized Controlled Trial
J Med Internet Res 2026 (Nov 05); 28:e91886
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Comparing Text-Based and Virtual Reality–Based Approaches for AI-Enhanced Instruction in Functional Communication Training: Exploratory Randomized Trial
JMIR Serious Games 2026 (Oct 29); 14:e105569
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Game-Based Learning and Gamification in Laparoscopic Skills Education: Meta-Analysis and Systematic Review
JMIR Serious Games 2026 (Oct 29); 14:e81331
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Effects of a Virtual Interactive System (People’s War Against Pandemic) on Emergency Preparedness for Major Emerging Infectious Diseases Among Adolescents: Randomized Controlled Trial
JMIR Serious Games 2026 (Oct 26); 14:e67595
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Virtual Reality–Based Mirror Guidance for Indirect Vision Training in Minimally Invasive Endodontic Access Cavity Preparation Among Dental Students: Randomized Controlled Crossover Trial
JMIR Serious Games 2026 (Oct 01); 14:e100884
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Refining the Immersive Technology Evaluation Measure for Virtual Reality Clinical Skills Among Native Arabic-Speaking Medical Students: Qualitative Study
JMIR Med Educ 2026 (Sep 28); 12:e95904
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Effectiveness of Scenario-Driven Virtual Reality for Improving Nursing Students’ Behavioral Responses Toward Older Adults With Dementia: Protocol for a 4-Arm Postintervention Study
JMIR Res Protoc 2026 (Sep 22); 15:e95684
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User Experience Comparison of a Traditional Mannequin-Based and an Augmented Reality Lumbar Puncture Simulator in Geriatric Medicine Training: Questionnaire Study
JMIR XR Spatial Comput 2026 (Sep 21); 3:e98090
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Collaborative Gameplay for Children’s Self-Efficacy in Computational Thinking: Qualitative Cross-Sectional Design Science Research Case Study
JMIR Serious Games 2026 (Sep 09); 14:e94416
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Gamified Adult Basic Life Support Training for Schoolchildren Using Minecraft Education Edition: Cross-Sectional Program Evaluation
JMIR Serious Games 2026 (Sep 09); 14:e93141
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How to Conduct Usability Testing of Medical Education Simulations: Methods Tutorial Using a Telemedicine Simulation for Maternal Care
JMIR Med Educ 2026 (Sep 09); 12:e102697
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Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a Low-Fidelity Prototype
JMIR Form Res 2026 (Sep 08); 10:e83661
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Efficacy of an Interactive Life Simulation Gaming App on Improving HIV Testing Uptake Among Adolescents and Young Adults at Risk for HIV: Results of a Randomized Controlled Trial
JMIR Serious Games 2026 (Sep 04); 14:e82297
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Web-Based Narrative Game Intervention for Initiating Advance Care Planning Among Adults: Exploratory Cross-Sectional Feasibility and Acceptability Study
JMIR Form Res 2026 (Aug 24); 10:e94395
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Design, Implementation, and Effectiveness of Virtual Reality and Digital Simulation Tools for Pediatric Dental Behavior Management Education: Systematic Review
JMIR Serious Games 2026 (Aug 10); 14:e89738
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Computer Games on the Development of Physical Motor Skills and Social Interaction in Preschool Children: Quasi-Experimental Study
JMIR Form Res 2026 (Aug 07); 10:e33138
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Different Delivery Modalities of Virtual Reality Training in Emergency Medicine: Systematic Review
JMIR XR Spatial Comput 2026 (Jul 31); 3:e84310
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Effectiveness of Virtual Reality–Based Simulation Training as a Supplement to Traditional Simulation Training for Improving Neonatal Resuscitation Performance Among Doctors and Nurses in Denmark: Protocol for a Multicenter Randomized Controlled Trial
JMIR Res Protoc 2026 (Jul 24); 15:e93439
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Serious Game–Assisted Teaching for Junior Operating Room Nurses in Unicompartmental Knee Arthroplasty: Quasi-Historical Controlled Trial
JMIR Serious Games 2026 (Jul 14); 14:e93169
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