Evaluation of the Effectiveness of Serious Games on the Learning of Clinical Skills in Health Science Students: A Systematic Review
Abstract
1. Introduction
2. Materials and Methods
2.1. Protocol and Registration
2.2. Eligibility Criteria
2.3. Population
2.4. Intervention
2.5. Comparator
2.6. Outcomes
2.7. Primary Outcomes
2.8. Secondary Outcomes
2.9. Study Design
2.10. Information Sources and Search Strategy
2.11. Study Selection
Data Extraction
2.12. Risk-of-Bias and Methodological Quality Assessment
3. Results
3.1. Study Characteristics
3.2. Intervention Characteristics
3.3. Comparator Characteristics
3.4. Outcomes Reported
3.5. Intervention Characteristics and Outcome Measures
3.6. Intervention Format and Immersion Level
3.7. Clinical Scenario Focus
3.8. Duration and Exposure
3.9. Outcome Assessment Tools
Alignment with the Predefined Framework
3.10. Risk-of-Bias Assessment
3.11. Randomized Controlled Trials
Non-Randomized and Quasi-Experimental Studies
3.12. Quantitative Results for Primary Outcomes
3.13. Performance-Based or Performance-Related Clinical Competence
3.14. Clinical Reasoning
3.15. Secondary Outcomes
Knowledge Acquisition
3.16. Self-Efficacy
3.17. Motivation and Self-Confidence
3.18. Satisfaction and Usability
3.19. Anxiety
3.20. Discussion
3.21. Outcome Measurement and Heterogeneity
3.22. Educational and Curricular Implications
3.23. Recommendations for Future Research
3.24. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Study (Author, Year) | Country/Discipline | Study Design | Sample | Intervention (Type) | Comparator | Reported Outcomes (According to Framework) |
|---|---|---|---|---|---|---|
| [23] | Singapore/Nursing | Cluster Randomized Controlled Trial | 103 second-year nursing students | Serious game: “Blood Transfusion” | Waitlist control | Performance-based clinical competence (simulation), Knowledge, Self-efficacy, Motivation, Satisfaction |
| [16] | France/Medicine | Randomized Controlled Trial | 82 medical students (79 analyzed) | Serious game: “Staying Alive” (CPR pre-training) | Online lecture (PowerPoint) | Performance-based clinical competence (time to reach minimum passing score in simulation) |
| [16] | Germany/Medicine | Prospective Comparative Study | EMERGE group vs. PBL group (as reported in article) | Serious game: “EMERGE” (clinical reasoning) | Problem-Based Learning (small groups) | Clinical reasoning (key-feature examination), In-game performance metrics |
| [14] | New Zealand (Auckland)/Medicine | Pilot Mixed-Methods Study | 46 students (Game: 27; PDF: 19) | 3D Serious game: “Metaphoria” (history taking) | PDF-based learning material | Performance-based clinical competence (OSCE), Satisfaction, Other secondary outcomes |
| [21] | Germany/Medicine | Prospective Randomized Study (Three Arms) | 61 analyzed (A = 25; B = 16; AB = 20) | Serious game (clinical reasoning and transfer training) | Variations in case exposure (according to study arms) | Clinical reasoning (transfer to comparable clinical problems) |
| [15] | Switzerland/Medicine | Pilot Randomized Controlled Trial | Medical students (sample reported in study) | Immersive VR COVID-19 diagnostic training (PPE, swab procedures) | Traditional non-VR training | Performance-based clinical competence (skills test in simulated scenario), Satisfaction, Usability |
| [19] | Iran/Medicine | Randomized Trial | 50 medical students | VR-based serious game (approach to coma) | Traditional lecture | Knowledge acquisition (primary), Other secondary outcomes |
| [24] | Taiwan/Dentistry | Development and Evaluation Study | Application stage: 34 dental students | Serious game: “Virtual Dental Clinic (VDC)” | Naturalistic comparison (users vs. non-users) | Clinical reasoning (validity indicators), Satisfaction, Usability |
| [13] | United Kingdom/Nursing | Feasibility Mixed-Methods Study | Stage 1: 19 nursing students | VR sepsis serious game (adjunct training) | No comparator (pre–post with qualitative component) | Self-efficacy and Anxiety (NASC-CDM scale) |
| [25] | South Korea/Nursing | Quasi-experimental Study (Three Groups) | VR: 29; Simulation: 28; Control: 26 | Immersive VR gamification (NRP, ARCS-based design) | High-fidelity simulation + online lecture; Online lecture only | Knowledge, Motivation, Other secondary outcomes (problem-solving ability, self-confidence, anxiety) |
| [17] | Iran/Nursing | Multi-arm Randomized Controlled Trial | 166 nursing students | Flipped classroom, Gamification, Combined intervention | Lecture-based or alternative arms | Performance-based clinical competence, Knowledge, Self-efficacy, Satisfaction |
| [18] | Finland/Nursing | Quasi-experimental (Pre–Post with Control) | 276 students (Experimental: 140; Control: 136) | 3D Unity-based simulation game | Self-study theoretical material | Knowledge acquisition (SNK test) |
| [22] | Italy/Nursing education (mental health context) | Quasi-experimental pre–post study | 48 undergraduate nursing students (29 second-year, 19 third-year) | Gamification-based intervention: Serious Game (SG) teaching the SBAR (Situation, Background, Assessment, Recommendation) structured handover framework through psychiatric care scenarios | Pre-intervention performance (pre-test) using the same SBAR classification test | Primary outcome: significant improvement in SBAR application scores after the intervention (mean score increased from 13 to 16.2; p < 0.001; Cohen’s d = 0.78). Secondary outcomes: positive student experience measured with the Player Experience Inventory (PXI) across domains such as Meaning, Curiosity, Progress Feedback, Audiovisual Appeal, Challenge, Ease of Control, Clarity of Goals, and Enjoyment |
| Study | Intervention Format | Level of Immersion | Clinical Scenario Focus | Duration/Exposure | Assessment Tools Used | Outcome Category (Framework) |
|---|---|---|---|---|---|---|
| [23] | Digital serious game | Non-immersive | Blood transfusion procedure | Single-session training | Simulation performance checklist; Knowledge test | PC; K |
| [16] | Digital serious game | Non-immersive | Basic life support (CPR) | Pre-training module | Simulation-based time-to-performance (MPS) | PC |
| [20] | Digital serious game (EMERGE) | Non-immersive | Emergency medicine cases | Repeated case-based sessions | Key-feature examination; In-game scoring metrics | CR |
| [14] | 3D digital serious game (Metaphoria) | Non-immersive 3D | Clinical history taking | 40 min intervention | OSCE; Satisfaction scale | PC; Secondary |
| [21] | Digital serious game | Non-immersive | Clinical reasoning transfer tasks | Multi-session exposure | Structured reasoning assessment (transfer tasks) | CR |
| [15] | Immersive VR simulation | Fully immersive VR | COVID-19 diagnostics (PPE, swab procedures) | Simulation session | Objective skills test in simulated environment | PC |
| [19] | VR-based serious game | Immersive VR | Approach to coma | Single session | Knowledge test; Usability scale | K |
| [24] | Digital serious game (VDC) | Non-immersive | Virtual dental clinical cases | Application phase | Structured reasoning indicators; Validity metrics | CR |
| [13] | Immersive VR serious game | Fully immersive VR | Sepsis recognition and management | Single-session feasibility | NASC-CDM (self-efficacy/anxiety) | Secondary |
| [25] | Immersive VR gamification | Fully immersive VR | Neonatal resuscitation (NRP) | Multi-session | Knowledge test; Motivation scale; Problem-solving scale | K; Secondary |
| [17] | Gamification/Flipped/Combined | Non-immersive | Nursing clinical performance | Multi-arm structured exposure | Performance checklist; Knowledge test; Self-efficacy scale | PC; K; Secondary |
| [18] | 3D simulation game (Unity) | Non-immersive 3D | Nursing knowledge integration | Multi-session | SNK knowledge test | K |
| [22] | Serious game (interactive quiz scenarios) | Low–moderate | Psychiatric nursing handover (SBAR) | 45 min (single session) | SBAR pre–post test; Player Experience Inventory (PXI) | Improved SBAR performance; positive learner experience |
| Study | Bias Arising from the Randomization Process | Bias Due to Deviations from Intended Interventions | Bias Due to Missing Outcome Data | Bias in Measurement of the Outcome | Bias in Selection of the Reported Result | Overall Risk of Bias |
|---|---|---|---|---|---|---|
| [23] | Some concerns | Low risk | Low risk | Low risk | Low risk | Some concerns |
| [16] | Low risk | Some concerns | Low risk | Some concerns | Low risk | Some concerns |
| [21] | Some concerns | Some concerns | Low risk | Some concerns | Low risk | Some concerns |
| [15] | Some concerns | Some concerns | Low risk | Some concerns | Low risk | Some concerns |
| [19] | Some concerns | Some concerns | Low risk | Some concerns | Low risk | Some concerns |
| [17] | Some concerns | Some concerns | Low risk | Some concerns | Low risk | Some concerns |
| Study | Outcome Type | Assessment Tool | n | Intervention Result | Comparator/Pre-Intervention Result | Effect Estimate | 95% CI | p-Value |
|---|---|---|---|---|---|---|---|---|
| [23] | PC | Simulation-based performance score/checklist-based clinical performance | 57/46 | Mean 24.91 (SD 5.04) | Mean 22.89 (SD 5.14) | MD = +2.02; Cohen’s d ≈ 0.40 | NR | 0.105 |
| [16] | PC | Time to reach minimum passing score during CPR simulation-based mastery learning | 40/39 assessed for primary outcome | Median 20.5 min (IQR 15.8–30.3); median attempts 3 (IQR 2–5) | Median 23 min (IQR 15–32); median attempts 4 (IQR 2–5) | Median difference = −2.5 min; standardized effect size NR | NR | 0.51 for training time; 0.52 for number of attempts |
| [20] | CR | Key-feature examination and final EMERGE session | 78/34 | Key-feature total score: median 62.5% (IQR 17.7) | Key-feature total score: median 54.2% (IQR 21.9) | Median difference = +8.3 percentage points; standardized effect size NR | NR | 0.015 |
| [14] | PC | OSCE history-taking station | 27/19 | Mean 15.04 (SD 4.28) | Mean 14.33 (SD 4.52) | MD = +0.71; Cohen’s d ≈ 0.16 | NR | 0.60 |
| [21] | CR | Final EMERGE session; aggregate clinical reasoning scores across four comparable virtual patient cases | Total analyzed n = 61; exposed vs. unexposed comparisons | -NSTEMI: 67.7% (SD 11.3); Asthma: 65.0% (SD 15.9); Pancreatitis: 69.2% (SD 11.6); GI hemorrhage: 61.8% (SD 12.5) | NSTEMI: 58.8% (SD 13.8); Asthma: 58.8% (SD 14.0); Pancreatitis: 65.2% (SD 19.8); GI hemorrhage: 62.8% (SD 9.6) | SMD ≈ 0.74 for NSTEMI; 0.41 for Asthma; 0.28 for Pancreatitis; −0.09 for GI hemorrhage | NR | NSTEMI p = 0.019; asthma p = 0.015; pancreatitis p = 0.7454; GI hemorrhage p = 0.958 |
| [15] | PC | Nasopharyngeal swab performance checklist, 17 items | 15/14 | Post-test 1: median 14/17 (IQR 13–15) | Post-test 1: median 12/17 (IQR 11–14) | Median difference = +2 points; standardized effect size NR | NR | 0.03 |
| [17] | CR/performance-related health assessment competence | Key-feature questions assessing client health assessment | 166 total | Post-intervention overall mean = 17.98 (SD 1.25) | Pre-intervention overall mean = 12.90 (SD 1.03) | Mean change = +5.08; standardized effect size NR | NR | 0.001 for overall pre–post comparison; ANOVA p < 0.001 for between-group post-intervention scores |
| [22] | PC-related clinical communication competence | SBAR structured handover classification test, 26 items | 48/N/A | Post-test mean 16.2 (SD 4.28); median 16.0 | Pre-test mean 13.0 (SD 3.74); median 13.5 | Mean difference = +3.2 points; Cohen’s d = 0.78; rank-biserial correlation = 0.414 | Approx. 95% CI for MD = 1.57 to 4.83 | <0.001 |
| [24] | CR/performance-related dental clinical competence | National qualification test assessing clinical reasoning, treatment planning, and instrument selection; clerkship specialty performance scores | 34 total; VDC use: once n = 9, ≥2 times n = 12; no VDC use n = 13 | Qualification test: VDC once 80.00 (SD 5.59); VDC ≥ 2 times 79.58 (SD 6.90) | No VDC use: 70.00 (SD 13.54) | Qualification test: MD any VDC use vs. no use = +9.76; Cohen’s d ≈ 1.01. Conservative dentistry: MD = +1.65; Cohen’s d ≈ 0.94 | NR | Qualification test p = 0.029; Periodontics p = 0.037; Conservative dentistry p = 0.040 |
| Study | Outcome Category | Assessment Tool | n (Intervention/Control) | Intervention (Mean ± SD or Median [IQR]) | Control (Mean ± SD or Median [IQR]) | Effect Estimate | 95% CI | p-Value |
|---|---|---|---|---|---|---|---|---|
| [23] | Knowledge | Knowledge test | 57/46 | NR | NR | Significant difference reported | NR | <0.001 |
| [23] | Confidence | Confidence scale | 57/46 | NR | NR | Significant difference reported | NR | <0.001 |
| [14] | Satisfaction | Satisfaction questionnaire | 27/19 | NR | NR | Higher satisfaction in intervention | NR | <0.001 |
| [19] | Knowledge | Learning outcome test | 25/25 | NR | NR | Significant difference reported | NR | 0.019 |
| [24] | Satisfaction | Usability/feedback scale | 34 (users) | NR | NR | NR | NR | NR |
| [13] | Self-efficacy | NASC-CDM scale | 19 (pre–post) | NR (post higher than pre) | NA | Pre–post difference | NR | <0.001 |
| [13] | Anxiety | NASC-CDM scale | 19 (pre–post) | NR (post lower than pre) | NA | Pre–post difference | NR | <0.001 |
| [25] | Knowledge | Knowledge test | 29/28/26 | NR | NR | Significant group difference | NR | <0.05 |
| [25] | Motivation | Motivation scale | 29/28/26 | NR | NR | Significant group difference | NR | <0.05 |
| [25] | Self-confidence | Self-confidence scale | 29/28/26 | NR | NR | Significant group difference | NR | <0.05 |
| [17] | Knowledge | Knowledge test | 166 total | NR | NR | Significant difference reported | NR | <0.05 |
| [17] | Self-efficacy | Self-efficacy scale | 166 total | NR | NR | Significant difference reported | NR | <0.05 |
| [18] | Knowledge | SNK test | 140/136 | NR | NR | Greater change in intervention group | NR | <0.05 |
| [22] | SBAR handover performance (knowledge/skill) | Player Experience Inventory (PXI) | 41/N/A | Positive mean scores across domains (e.g., Meaning ≈ 1.29–2.12, Enjoyment ≈ 1.51–1.56) | N/A | NR | NR | NR |
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Aboukad, K.; Baba, M.A.; Nassik, H. Evaluation of the Effectiveness of Serious Games on the Learning of Clinical Skills in Health Science Students: A Systematic Review. Int. Med. Educ. 2026, 5, 55. https://doi.org/10.3390/ime5020055
Aboukad K, Baba MA, Nassik H. Evaluation of the Effectiveness of Serious Games on the Learning of Clinical Skills in Health Science Students: A Systematic Review. International Medical Education. 2026; 5(2):55. https://doi.org/10.3390/ime5020055
Chicago/Turabian StyleAboukad, Khadija, Mohamed Amine Baba, and Hicham Nassik. 2026. "Evaluation of the Effectiveness of Serious Games on the Learning of Clinical Skills in Health Science Students: A Systematic Review" International Medical Education 5, no. 2: 55. https://doi.org/10.3390/ime5020055
APA StyleAboukad, K., Baba, M. A., & Nassik, H. (2026). Evaluation of the Effectiveness of Serious Games on the Learning of Clinical Skills in Health Science Students: A Systematic Review. International Medical Education, 5(2), 55. https://doi.org/10.3390/ime5020055

