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dc.contributor.authorNowbuth, Avis Anya
dc.contributor.authorAsombang, Akwi W
dc.contributor.authorAlaboud, Khuder
dc.contributor.authorSouque, Célia
dc.contributor.authorDahu, Butros M
dc.contributor.authorPather, Kyrtania
dc.contributor.authorMwanza, Monica M
dc.contributor.authorLotfi, Sameen
dc.contributor.authorParmar, Vikram Singh
dc.date.accessioned2024-02-12T13:39:07Z
dc.date.available2024-02-12T13:39:07Z
dc.date.created2024-01-02T13:10:15Z
dc.date.issued2023
dc.identifier.citationJAC-Antimicrobial Resistance (JAC-AMR). 2023, 5 (6), .en_US
dc.identifier.issn2632-1823
dc.identifier.urihttps://hdl.handle.net/11250/3117042
dc.description.abstractBackground 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.en_US
dc.language.isoengen_US
dc.publisherOxford University Pressen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleGamification as an educational tool to address antimicrobial resistance: A systematic reviewen_US
dc.title.alternativeGamification as an educational tool to address antimicrobial resistance: A systematic reviewen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber0en_US
dc.source.volume5en_US
dc.source.journalJAC-Antimicrobial Resistance (JAC-AMR)en_US
dc.source.issue6en_US
dc.identifier.doi10.1093/jacamr/dlad130
dc.identifier.cristin2218945
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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