a Not applicable.
Table 3 summarizes the intersection of the 3 domains of SDT and 5 categories of game taxonomy (n=9). On the basis of our findings, game elements that should be inserted in a proposed SG framework for children with chronic diseases include feedback, such as tailored messages and links to social media (social); visual designs, such as images, videos, animations, and cartoons, and audio designs, such as music and sounds (presentation); avatars, characters, and emotions (identity); storyline (narrative); rewards and progress bar (rewards and punishments); and challenges, choices, competitions, goals, rules, levels, and tasks (manipulation and control). Details of the intersection of SDT and game taxonomy (n=9) are described in Table S8 in Multimedia Appendix 1 .
Self-determination theory of the proposed SD framework | Game taxonomy | ||||
Social features | Presentation | Narrative and identity | Rewards and punishments | Manipulation and control | |
Competence | — | Educative materials [ , ]: learning content and learning instructions | — | Rewards [ , , , , - ]: points, progress bar, badges, and stars; punishments: NR | Challenges [ , , , , - ]: competitions [ , , , , , , ], levels [ , , , , , , ], tasks [ , , , ], game rules [ , , , ], and goals [ , , , , ] |
Autonomy | — | Presentation: visual design [ , , , , - ]: images, videos, animations, cartoons, and attractive layout; audio design [ , , , - ]: music and sounds | — | — | Choices [ , , , , , ] and difficulty adjustment [ , , , , ] |
Relatedness | Feedback [ , , , , - ]: tailored messages [ , , ] and social media [ , ] | — | Narrative [ , , , , , ]: storyline; identity [ , , , , - ]: avatars, characters, and emotions | — | Motivation [ ] |
b NR: not reported.
Table 4 presents the determination of SG fragments from the included studies (14/30, 47%) and then assembles those SG fragments into a proposed SG framework. Each existing study offered different procedural steps for developing an SG prototype, yet the game elements and behavioral theories complemented each other. Only 50% (7/14) of the studies created SG prototypes [ 24 , 25 , 40 , 47 , 49 , 52 , 53 ]. Of the 14 SG framework studies, 3 (21%) specifically targeted self-management activities [ 21 , 41 , 47 ]. On the basis of these findings, we reintegrated those fragments into 3 main phases with 6 step-by-step procedural techniques.
In phase 1 (requirements), there are 2 important steps, including exploring the idea and SG requirements (step 1) using literature reviews and identifying target users’ needs (step 2) using iterative discussions or interviews. The outputs of phase 1 are relevant theories, game taxonomy, and children’s needs and preferences. In phase 2 (design and development), 2 steps should be considered by designers, including designing the game elements and educative materials (step 3) and building an SG prototype (step 4) using appropriate software programs and hardware equipment. The output of phase 2 is the SG prototype with a game structure. The final phase is phase 3 (evaluation), which is concerned with evaluating the SG prototype using a clinical trial design (step 5) and marketing the SG and monitoring its use (step 6) throughout clinic-based practice. Outputs of phase 3 are health outcome results and the final SG prototype with recommendations for its use.
Study, year | Step 1 (objective definition) | Step 2 | Step 3 | Step 4 (implementation) | Step 5 (monitoring) | |||||
Users’ needs | Game element identification | Game mechanic | Prototyping | |||||||
AlMarshedi et al [ ], 2016 | + | NR | + | + | NR | NR | NR | |||
Baranowski et al [ ], 2011 | + | + | + | + | + | + | + | |||
Carvalho et al [ ], 2015 | + | + | + | + | + | + | + | |||
Beristain-Colorado et al [ ], 2021 | + | NR | + | + | NR | NR | NR | |||
Dörrenbächer et al [ ], 2014 | + | + | + | + | + | + | + | |||
Epstein et al [ ], 2021 | + | + | + | + | NR | NR | NR | |||
Hansen [ ], 2017 | + | + | + | + | + | + | + | |||
Jaccard et al [ ], 2021 | + | NR | + | + | NR | NR | NR | |||
Khaleghi et al [ ], 2021 | + | + | + | + | + | NR | NR | |||
Mummah et al [ ], 2016 | + | NR | + | + | NR | NR | NR | |||
Starks [ ], 2014 | + | + | + | + | NR | NR | NR | |||
Thompson et al [ ], 2010 | + | + | + | + | + | + | + | |||
Verschueren et al [ ], 2019 | + | + | + | + | + | + | + | |||
Wattanasoontorn et al [ ], 2013 | + | NR | + | + | NR | NR | NR |
a Present or reported.
On the basis of our knowledge base and analytical base, we propose a new SG-based framework that integrates the principles of SDT and game elements into self-management practices, titled Self-Management Interactive Learning and Entertainment for children with chronic diseases, as presented in Figure 3 . It consists of 3 main phases, starting from the requirements of SG educational tools (phase 1), design and development (phase 2), and evaluation of the SG educational tools (phase 3). In total, 2 procedural steps are included in each phase, resulting in 6 procedural steps. Each step has input materials as the foundation to support the actions and process and to produce output materials. Output materials in the first phase (phase 1) can be used as the input for the next phase (phase 2), and so forth. Each phase has critical points, revisions, and adjustments that should be considered by any game designer, researcher, or health care provider who would like to create an SG educational tool. Each game should be suitable for target users and their conditions; for example, an SG educational tool for children with asthma should have specific learning materials (asthma action plans and asthma medications), target goals (improved quality of life), and tasks and challenges (asthma self-management activities, breathing technique, and proper asthma medication use) that might differ from those of other diseases. Figure S1 in Multimedia Appendix 1 shows the gaming and learning structure of an SG prototype that blends SDT domains and game elements. The mechanism of how players achieve the target goal by accomplishing challenges should be set in clear game rules. Children will make their first choice by selecting an avatar or character, directly engaging with the game. Learning materials will help children understand their disease management, yet the game instructions will help them simultaneously observe challenges and tasks. After completing the tasks, their performance should be rewarded through points or a performance meter.
A robust theoretical SG-based foundation should be established using literature reviews that gather principles of learning theories, behavioral theories, and game theories. This step is aimed at exploring SG requirements by searching for evidence related to game-based behavior change programs for children using electronic databases, for example, behavioral and game theories. If such evidence is not available, it is recommended to consult established game developers and collect perspectives from target audiences regarding obstacles in their daily lives [ 21 ]. According to Bramer et al [ 56 ], critical points include how to determine a clear and focused research question, how to choose databases and interfaces to begin, how to use an appropriate search technique, and how to document and translate collected documents. After determining relevant SG literature, game elements and behavioral theories should be translated and adopted for use by children with chronic diseases. Relevant articles can be used as inputs to conduct iterative discussions to identify users’ needs.
Step 2 began through iterative discussions with a multidisciplinary, collaborative team. The iterative approach refers to the iterative process of refining, creating, and revising a project until agreement is achieved, and it is commonly used for agile software development [ 57 ]. The aim of this step is to collect perspectives on identifying users’ profiles and needs, their daily difficulties and barriers related to their chronic conditions, and target outcomes [ 7 ]. In this step, critical points emphasize what the players’ backgrounds are, what age groups are considered, to which chronic conditions would the SG educational tool be applied, how many users would be involved in the game, and what outcomes need to be achieved [ 53 ]. A multidisciplinary team consisting of pediatricians, child psychologists, child educators, game prototype designers, and multimedia experts [ 54 ] needs to identify resilient attitudes and consistent stimuli that suit children’s characteristics. Designers should carefully identify users’ cultures, beliefs, mindset, and literacy to concisely adopt those preferences into the game’s elements [ 24 ]. Directly involving children through focus group discussions or in-depth interviews will help the team gamify self-management tasks based on their needs and level of understanding, including medication adherence, physical exercise, and maintenance of healthy dietary habits.
A key driver for successful SG education is consolidating a balance between self-management tasks (serious) and game elements (entertainment) [ 6 , 58 ]. This step aims to design the mechanism and user interface of the game itself by consolidating the most appropriate behavioral theories, learning materials, and game elements. Designers begin to create a prototype after establishing selected relevant theories, game elements, and users’ needs and outcomes (input). First, designers should elucidate selected, well-established behavioral and learning theories into educational materials and game taxonomy into appropriate game elements for children. Game designers should consider several critical points, including what topics are inserted into the learning materials, which game elements are best suited to achieve the desired outcomes, and how interacting with the game can lead to targeted behaviors [ 49 ]. The educational materials should contain disease information, including its pathophysiology, signs and symptoms, treatments and medications, self-management, side effects, the importance of adherence, and daily practices.
It is recommended to insert game elements that offer enjoyment to stimulate children to play, at the same time directly motivating them to learn [ 51 ]. Cartoon characters, genres, and stories represent personalization for children [ 52 ]. To grow children’s mindset, challenges should be designed with competitive levels and rewards provided when a mission is accomplished [ 12 ]. A role model with a positive attitude should be inserted into the SG design to encourage children to become masters of practicing self-management activities. Adding these elements facilitates children responding when confronted with conflicts [ 50 ] and enhances their sense of resilience. It is important to design an SG prototype that mimics real-world circumstances by setting precise goals and instructing players to perform targeted skills over time [ 25 ]. It is also suggested to embed the features of feedback, a progress bar, or trend alerts to evaluate their performance after completing the challenges.
Step 4 aims to develop an actual prototype based on the selected behavioral theories and game elements. It requires extensive discussions with researchers, multimedia experts, and the game industry to integrate the technology into a game console. A graphic user interface should be built to present the set of game rules. Designers may consider facilitating level adjustments if children fail to win to maintain the developed mindset. Critical points are how the prototype can be built for efficient learning and playing, how to perform such tasks, and how to rapidly respond regarding those performances. Esthetics is an essential aspect to be considered. Game visuals can be appropriately created using 2D or 3D formats [ 55 ]. Music and animation can be added to enhance excitement and enjoyment. To effectively promote self-management tasks, virtual reality SGs should be equipped with body movement tools that specifically target childhood chronic diseases that involve physical disabilities [ 50 ]. Moreover, privacy should be protected because SG prototypes can be used in multiplayer settings, and the accessibility to enter measured data should be restricted [ 13 ].
Step 5 focuses on evaluating the efficacy of the SG educational tools and unexpected effects after implementation. This step allows researchers to gather feedback from experts and children for further improvements [ 20 , 59 ]. A pilot test, followed by a clinical trial, is recommended, which quantitatively analyzes how the prototype achieves the intended outcomes and qualitatively explores users’ experiences. An RCT study design is preferred due to its high quality. The ability to perform a task at an expected level and with minimal adverse events may be set as the intended outcome. It should be carefully determined how long participants will be engaged in the game, how many sessions a child needs to reach the goals, and how long it takes to complete a session. A short duration is associated with unfamiliarity with the tasks, whereas a long duration leads to boredom [ 60 ].
Moreover, health outcomes, including clinical, humanistic, and economic outcomes, should be periodically evaluated [ 61 ]. Clinical outcomes may include symptom improvement and reduction of morbidity, whereas humanistic outcomes may include knowledge and attitudes, behavior changes, and an improved mindset. As no economic outcomes were available in the studies in this review, researchers are encouraged to evaluate economic outcomes when using the prototype. Possible unexpected impacts of SG interventions on aggressive behaviors should also be evaluated, especially for SG interventions that encompass violent elements [ 62 , 63 ]. Continued discussions with clinicians are still relevant to ensure that the game world setting can be applied to the real world.
Disseminating and promoting a well-evaluated SG educational tool can enhance access to a broader population that may benefit the most and promptly inform the game industry to invest in such interventions. Commercialization of an SG educational tool for children remains a challenge due to the need for high-end technologies, animated multimedia design, artists, illustrators, and other consoles. Gameplay is rapidly changing due to advances in technology, and it should be developed in line with current modalities to minimize the obsolescence of software and hardware [ 39 ]. To ensure market readiness, business experts should be consulted and involved throughout the process. It is recommended for researchers to accelerate partnerships with the gaming industry for sustainable SG maintenance.
Specific practice skills can be designed in a modest simulation. For example, children with type 1 diabetes should be able to use insulin regularly, exercise, maintain a healthy diet, and be aware of the signs of hypoglycemia. Modest instruction will help clinicians in applying SG education for children with chronic diseases in the real world. It is important to underline that an excellent performance in the game world is not directly associated with mastery in the real world. Practicing self-management skills, such as physical activities and medication use, should regularly be guided by health care professionals. It may be relevant to consult with policy makers and health care associations regarding the establishment of policies and recommendations for appropriate uses of SG educational tools in clinical practice. Postmarketing feedback should continually be collected to improve the SG’s quality.
This scoping review proposed a digital framework to design SG educational tools for children with chronic diseases. The SG framework consists of 3 main strategies to guide the planning, design and development, and implementation of SG educational tools to allow children to practice self-management skills for their chronic condition. Major considerations of how each step is conceptualized, including a theory-driven foundation, contents of health education, joyful reinforcement, and use of technology, were discussed. The game elements and game structure should engage children’s attention and support them in performing gamified self-management tasks, changing their mindset, and increasing their self-care abilities.
Implementation of SG educational tools for children with chronic diseases has been demonstrated in several previous works [ 8 , 9 , 58 ], specifically concerning health education [ 55 , 64 ], physical activities [ 65 , 66 ], and self-management [ 9 , 67 , 68 ]; however, none of them offer a theory-driven framework for behavior change. It has been suggested that researchers articulate a scientific framework for the design of SG educational tools [ 65 ]. Although behavioral and self-management interventions can be delivered to children from 5 to 18 years of age [ 67 , 68 ], the health educational content is not applicable to the entire age range. Educational materials for children should be supplemented with communication skills, whereas activities for adolescents should focus on self-monitoring and problem-solving [ 69 ]. Multidisciplinary teamwork from conception to marketing is strongly emphasized [ 64 ], which was accommodated in this framework throughout the proposed phases.
As game-based interventions are continually growing, researchers are considering developing SG educational tools for children, but questions about how to get started have been raised. Developing an SG educational tool is expensive; therefore, several aspects should be carefully considered before initiating development of SG educational tools, including securing funding and building a collaborative team [ 69 ]. Developing SG educational tools for children with chronic diseases differs from entertainment-only video games due to their unique components of behavioral theories and learning materials to boost self-management practices and promote positive behavior changes. For example, children with asthma may need knowledge about preventing asthma triggers and adhering to medication, whereas children with cystic fibrosis may need more physical rehabilitation activities than children with other chronic respiratory diseases. Some of them may need specific, scheduled physical activities, whereas others may need the efforts of encouragement or psychological support and companionship. That is why the game design should be able to address those needs.
Establishing a solid team, which involves experienced game developers or game companies, should be noted. Once members are chosen, clear ground responsibilities and expectations regarding the prototype design should be established. The health care professional team can develop appropriate health learning contents and discuss those materials with the game developer team to analyze and resolve potential problems before programming and prototyping. As there is no reimbursement for SG use as a medical treatment [ 69 ], acquiring available funding and resources should be prioritized.
Developing appropriate SG educational tools for the specific needs of children with chronic diseases remains a challenge due to the huge investment from ideas to implementation. As the market for SG-based interventions expands across health conditions, there is a trend for SG education to be included as a supportive intervention rather than merely as pure entertainment [ 23 ].
On the basis of our heterogeneous results, the procedure through which SG educational tools deliver content might not be the only key contributor to achieve the targeted goals because the intervention should be focused not only on the learning materials but also on the intertwined mechanism of game elements and the elements of behavioral theory. In the context of game-based learning, self-management practices will be correctly performed if users are enjoying themselves, which means having the propensity to engage, blend, and learn. From this perspective, we raised several considerations on the potential of game elements to enhance intrinsic motivation, including how much autonomy (videos, animations or cartoons, choices, and difficulty adjustments of the challenges) must be given to children during play, how can relatedness (narrative or storyline, avatars, characters, and tailored messages) between children and the game be built into SG educational tools, and how can a child’s level of competence be defined to challenge them.
Several critical points in each step were pointed out for game designers to avoid failure. First, there can be failure to define suitable educative materials and targeted behaviors for children with specific difficulties. Second, one can fail to generate a dynamic between players and the game while, at the same time, players have to obtain new learning from the SG educational tools. Game levels were revealed to engage players with a positive learning effect; however, this should be in line with the player’s skills and cognitive development. A high-challenge game with low-skill, fixed-mindset users may induce frustration; meanwhile, a low-challenge game for users with high skills and a growth mindset may generate feelings of triviality [ 6 ]. Given rapid trends in digital technology, SG prototypes should be continually adjusted to prevent them from becoming hackneyed by the time the evaluation trial is finished.
Safety aspects of SG educational tools should be of general concern because these tools are considered a persuasive technology for changing human behaviors. Game-based interventions appear to be most effective in users aged <18 years [ 23 ]; nevertheless, children and adolescents vary in their ability to master a mission. Children may feel engaged with customizable avatars, but some of these may contain violent characters [ 19 ]. Game designers should ensure that the SG intervention is not dangerous or does not increase risks to children, such as by promoting sedentary or aggressive behaviors [ 47 ] or increasing the risk of physical injuries due to practicing skills. Several harmful risks are associated with sleep disorders and internet gaming disorders, such as anxiety, unsuccessful attempts at control, and jeopardizing environments [ 19 , 70 ].
The American Academy of Pediatrics has stated concerns about the influence of digital media on the health and cognitive development of children at the ages of 0 to 5 years, and it has proposed limiting screen use to 1 hour per day for children aged 2 to 5 years [ 71 ]. It is also recommended to avoid screen time 1 to 2 hours before bedtime for children and adolescents. In 2020, the American Academy of Ophthalmology recommended the 20-20-20 rule, described as a 20-second break every 20 minutes by looking 20 feet away to prevent and relieve digital eyestrain [ 72 ].
The COVID-19 pandemic intensified gaming behaviors among children, especially during school closures, and this garnered the concern of policy makers and health care professionals [ 15 ]. Sedentary time in children with chronic diseases might have increased [ 73 ] as parents were not well prepared for it due to their attention being focused on social and economic burdens caused by the pandemic. Several SG educational tools were developed during the pandemic to stimulate in-home physical rehabilitation [ 74 , 75 ] and improve anxiety and mood disorders in adolescents [ 76 ], and those positive behavioral outcomes should be maintained. Even though the pandemic situation has improved, some parents are continuing to work remotely while simultaneously caring for children, leading to obstacles to maintaining children’s learning, especially in households of a low socioeconomic status [ 77 ].
Educational, game-based interventions for the post–COVID-19 era should be integrated with appropriate recommendations for their use. Individualized family media use plans are strongly recommended; hence, parental control is central when exposing children to digital media [ 70 ]. It is considered important for parents to accompany their children during screen use to foster an effective learning process by understanding the game structure, supporting children in controlling playing times, and monitoring their activities. Instead of giving punishment as a disciplinary matter, by playing together, parents can understand more about SG educational tools and how they can facilitate parent-child interactions. As parents become familiar with their children’s games, they will be able to encourage their children to achieve the intended outcomes and avoid addictive behaviors [ 78 ].
This scoping review has a few limitations. This framework was developed based on a review of the most relevant SG educational tools in several RCTs and SG framework studies instead of a direct participatory approach involving health care professionals and children. When comparing the effects of SG educational tools, most RCTs (9/16, 56%) only captured improvements in humanistic outcomes, such as knowledge [ 57 ] and enjoyment. Studies on improving clinical outcomes were limited, and none provided economic outcome evaluations. This is in line with the findings of a previous review that presented a lack of clinical evidence of the implementation of SG educational tools in children with neurodevelopmental disorders [ 79 ]. Several studies (5/16, 31%) evaluated changes in knowledge over a relatively short duration on beneficial effects on behaviors. Exploration is still needed as to which game elements can have higher effects on self-management and behavior changes. Moreover, issues of maintenance of intended behaviors after exposure to SG interventions should be carefully addressed. With the limitations of the available literature, this framework should be tested in further studies.
This framework provides a theory-driven step-by-step approach to help health educators, clinicians, game developers, and policy makers more efficiently develop SG educational tools for children with chronic diseases. Understanding how to integrate the power of SG educational tools offers significant promise for promoting health behavior changes. Only 4% of the top-rated health apps apply the concepts of gamification [ 80 ], indicating that the opportunity to develop high-quality SG educational tools for children with chronic diseases is still wide open. Further research should explore the needs for culture-specific SG educational tools and investigate the mediators of behavior change.
A framework of SG-based educational tools promoting self-management activities and behavior changes in children with chronic diseases was developed by incorporating behavioral principles and mechanisms of SGs. It expedites the translation of fundamental behavioral theories and game elements into a scaled-up industrial level in which digital-based game interventions are being created to enhance children’s participation and motivation. The effectiveness of SG educational tools in achieving targeted behaviors depends on key designs and elements of how they address problems and mindsets of children with difficulties. Underpinning appropriate behavioral theories, learning materials, game elements, esthetics, and technology should be considered in all phases of research. The design, development, and evaluation of SG educational tools for children with chronic diseases need to be broadly explored with the support of a well-validated game-based framework and the deployment of advanced technologies.
This research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors.
MAS contributed to the conceptualization, methodology, software, validation, formal analysis, writing—original draft, and visualization. YHL contributed to formal analysis and writing—review and editing. FYC contributed to visualization and writing—review and editing. HYC contributed to conceptualization, methodology, formal analysis, resources, writing—review and editing, supervision, project administration, and funding acquisition. All authors contributed to data interpretation and manuscript preparation. All authors read and approved the final manuscript.
None declared.
Supplementary tables and figures.
Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) Checklist.
context-mechanism-output |
Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews |
randomized controlled trial |
self-determination theory |
serious game |
Edited by S Ma; submitted 06.06.23; peer-reviewed by R Gorantla, K Spruyt, T Baranowski; comments to author 20.12.23; revised version received 13.04.24; accepted 25.06.24; published 19.08.24.
©Made Ary Sarasmita, Ya-Han Lee, Fan-Ying Chan, Hsiang-Yin Chen. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 19.08.2024.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research (ISSN 1438-8871), is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.
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Selecting documents for inclusion: Generally, the most recent literature will be included in the form of published peer-reviewed papers. Assess books and unpublished material, such as conference abstracts, academic texts and government reports, are also important to assess since the gray literature also offers valuable information.
This article is a practical guide to conducting data analysis in general literature reviews. The general literature review is a synthesis and analysis of published research on a relevant clinical issue, and is a common format for academic theses at the bachelor's and master's levels in nursing, physiotherapy, occupational therapy, public health and other related fields.
Writing a literature review requires a range of skills to gather, sort, evaluate and summarise peer-reviewed published data into a relevant and informative unbiased narrative. Digital access to research papers, academic texts, review articles, reference databases and public data sets are all sources of information that are available to enrich ...
There are many examples of articles that have been successfully published in higher-ranked business journals using a literature review strategy as a basis. Not accounting for the quality of the review itself, there seems to be a number of ways forward. One such way is to conduct a literature review and combine it with a meta-analysis of a ...
Green B. N., Johnson C. D., Adams A. 2001. "Writing Narrative Literature Reviews for Peer-Reviewed Journals: Secrets of the Trade." Journal of Sports Chiropractic & Rehabilitation 15 (1): 5-19. ... "Wheat from Chaff: Meta-Analysis as Quantitative Literature Review." Journal of Economic Perspectives 15 (3): 131-50. Crossref. Web of ...
Reviews of the literature are normally peer-reviewed in the same way as research papers, ... A diversity of feedback perspectives on a literature review can help identify where the consensus view stands in the landscape of the current scientific understanding of an issue . Rule 9: Include Your Own Relevant Research, but Be Objective ...
HISTORY OF PEER REVIEW. The concept of peer review was developed long before the scholarly journal. In fact, the peer review process is thought to have been used as a method of evaluating written work since ancient Greece ().The peer review process was first described by a physician named Ishaq bin Ali al-Rahwi of Syria, who lived from 854-931 CE, in his book Ethics of the Physician ().
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A literature review - or a review article - is "a study that analyzes and synthesizes an existing body of literature by identifying, challenging, and advancing the building blocks of a theory through an examination of a body (or several bodies) of prior work (Post et al. 2020, p. 352).Literature reviews as standalone pieces of work may allow researchers to enhance their understanding of ...
The most common types are: Single-blind review. Double-blind review. Triple-blind review. Collaborative review. Open review. Relatedly, peer assessment is a process where your peers provide you with feedback on something you've written, based on a set of criteria or benchmarks from an instructor.
The bulk of the peer-reviewed journal articles included in a literature review should describe empirical research. According to Emerald Publishing ( 2023 ): Empirical research is research that is based on observation and measurement of phenomena, as directly experienced by the researcher.
Because peer reviewed journal articles have gone through a rigorous process of review, they are considered to be the premier source for research. Peer reviewed journal articles should serve as the foundation for your literature review. The following link will provide more information on peer reviewed journal articles.
A literature review is a document or section of a document that collects key sources on a topic and discusses those sources in conversation with each other (also called synthesis ). The lit review is an important genre in many disciplines, not just literature (i.e., the study of works of literature such as novels and plays).
Abstract. Peer review has a key role in ensuring that information published in scientific journals is as truthful, valid and accurate as possible. It relies on the willingness of researchers to give of their valuable time to assess submitted papers, not just to validate the work but also to help authors improve its presentation before publication.
Literature Review. The literature review section of an article is a summary or analysis of all the research the author read before doing his/her own research. This section may be part of the introduction or in a section called Background. It provides the background on who has done related research, what that research has or has not uncovered ...
A systematic review differs from other types of literature review in several major ways. It requires a transparent, reproducible methodology which indicates how studies were identified and the criteria upon which they were included or excluded. ... If the systematic review is only including peer-reviewed, published journal articles, the ...
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The terms scholarly, academic, peer-reviewed and refereed are sometimes used interchangeably, although there are slight differences.. Scholarly and academic may refer to peer-reviewed articles, but not all scholarly and academic journals are peer-reviewed (although most are.) For example, the Harvard Business Review is an academic journal but it is editorially reviewed, not peer-reviewed.
The major advantage of a peer review process is that peer-reviewed articles provide a trusted form of scientific communication. Since scientific knowledge is cumulative and builds on itself, this trust is particularly important. Despite the positive impacts of peer review, critics argue that the peer review process stifles innovation in ...
The ranking of social science journals can be found in a variety of places, including SCImago , ISI Journal Citation Reports, and so on. Journal impact. For information on journals that are cited frequently, use Harzing's Publish or Perish software. It's outstanding and free. To find a specific journal's most cited articles, find its ISSN ...
A literature review should connect to the study question, guide the study methodology, and be central in the discussion by indicating how the analyzed data advances what is known in the field. ... and peer reviewed. However, they do still play an important role in the way researchers approach their studies. The conceptual framework allows ...
There are different types of peer-reviewed research journals; these specific publications are about food science.. An academic journal or scholarly journal is a periodical publication in which scholarship relating to a particular academic discipline is published. They serve as permanent and transparent forums for the presentation, scrutiny, and discussion of research.
The purpose of this paper is to systematically review and analyze the academic literature on integrating equity, diversity, and inclusion (EDI) into knowledge mobilization (KMb).,This systematic literature review of the body of scholarly literature published on integrating EDI with KMb follows established methods and protocols proposed by Popay ...
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This comprehensive systematic review explores the multifaceted impacts of electric vehicle (EV) adoption across technological, environmental, organizational, and policy dimensions. Drawing from 88 peer-reviewed articles, the study addresses a critical gap in the existing literature, which often isolates the impact of EV adoption without considering holistic effects.
Read the latest articles of Energy at ScienceDirect.com, Elsevier's leading platform of peer-reviewed scholarly literature. Skip to main content. ADVERTISEMENT. Journals & Books; Help. Search. My account. ... Review Article; Full Length Articles; Articles from the Special issue on SESAAU2023; Edited by Henrik Lund and Iva Ridjan Skov ...
Tubal mesosalpinx cysts are paratubal cysts, that account for approximately 10% of adnexal masses, and the presence of these cysts combined with adnexal torsion is a rare acute abdominal condition, with few cases reported in the literature. We reported two cases of adolescent tubal mesosalpinx cysts combined with adnexal torsion and reviewed the literature to help improve the diagnosis of the ...
The broader literature on peer review supports the focus of JAPNA editorials (Lu et al., 2022; Severin & Chataway, 2020).Peer review remains a vibrant part of scholarly publishing in all disciplines, marked by an increasing need for peer reviewers given the rise in scientific publication submissions (Lu et al., 2022).An ongoing theme in peer review discussions with pertinence to JAPNA involves ...
Spine is an international, peer-reviewed, bi-weekly periodical that considers for publication original articles in the field of spine. It is the leading subspecialty journal for the treatment of spinal disorders. Only original papers are considered for publication with the understanding that they are contributed solely to Spine. The Journal does not publish articles reporting material that has ...
Eligible studies that developed SG prototypes and evaluated SG education for children with chronic diseases were searched for in PubMed, Embase, Google Scholar, and peer-reviewed journals. In the analytical base, the context-mechanism-output approach and game taxonomy were used to analyze relevant behavioral theories and essential game elements.