Method for Evaluating the Quality of Serious Games in Medical
Education
Francisco Anderson Mariano da Silva
1a
, Wellington Candeia de Araújo
2b
,
Thiago Prado de Campos
3c
and Tiago Silva da Silva
1d
1
Institute of Science and Technology (ICT), Federal University of São Paulo, Brazil
2
Center for Science and Technology, State University of Paraíba (UEPB), Brazil
3
Federal University of Technology, Paraná, Brazil
Keywords: Serious Games, Medical Education, Usability Evaluation, User Experience, Motivation, Knowledge
Acquisition.
Abstract: The integration of serious games into medical education, particularly in surgical training, has proven to be a
promising approach for enhancing skills and knowledge acquisition. This study introduces the MAQJSEM
(Method for Evaluating the Quality of Serious Games in Medical Education), a comprehensive evaluation
method designed to address critical dimensions such as motivation, user experience, usability, and knowledge
acquisition. The development process involved a systematic literature review, followed by validation through
a pilot study and expert evaluations. MAQJSEM was applied to a mobile application focusing on surgical
training, and its evaluation revealed the method’s robustness and practicality in assessing serious games
within this context. Notable findings include the importance of incorporating emotional and immersive
elements, as well as clear instructions and intuitive usability features. Expert feedback led to the refinement
of dimensions and items, enhancing the clarity and relevance of the method. MAQJSEM contributes
significantly by offering a validated and adaptable tool for improving serious games in medical education.
The method supports developers and educators in creating engaging and pedagogically effective tools,
fostering skill development and preparation for real-world challenges in the medical field.
1 INTRODUCTION
This paper presents an innovative method for
evaluating serious games in medical education, with
a special focus on surgical training. Serious games,
introduced by Clark C. Abt in the 1970s, have become
established as pedagogical tools that combine
motivational and interactive elements, fostering
engagement, immersion, and continuous feedback
(Abt, 1987). In healthcare, events like Games for
Health highlight their potential in training
professionals (Drummond & Tesnière, 2017).
However, their effectiveness depends on rigorous
evaluations to ensure quality and identify areas for
improvement.
a
https://orcid.org/0000-0001-9797-7552
b
https://orcid.org/0000-0003-2102-7993
c
https://orcid.org/0000-0003-2102-7993
d
https://orcid.org/0000-0003-1038-4004
This study aims to answer the research question:
"What are the relevant aspects for evaluating serious
games in medical education, especially surgical
training, and how can a method be developed and
validated to measure their quality?" To address this,
we propose the Method for Evaluating the Quality of
Serious Games for Medical Education (MAQJSEM),
designed to assess key dimensions such as
motivation, user experience, usability, and
knowledge acquisition.
The method was developed based on theories of
motivation (Keller, 1987), user experience (Savi,
2011), usability (Petri et al., 2019; Nielsen & Molich,
1990), and studies on serious games in medical
education, particularly Graafland, Schraagen, &
Schijven (2012) and Meijer et al. (2019). Validation
da Silva, F. A. M., de Araújo, W. C., de Campos, T. P. and da Silva, T. S.
Method for Evaluating the Quality of Serious Games in Medical Education.
DOI: 10.5220/0013433800003929
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 605-613
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
605
was conducted in two stages: (i) a pilot study, in
which the method was applied to a serious game with
feedback from gaming and medical experts, and (ii) a
face and content validation study, ensuring that the
assessment criteria were relevant and comprehensible
to the target audience.
Key results include the incorporation of
dimensions such as immersion and emotions,
restructuring questions for clarity, and adding items
related to tutorials and sound—critical factors for
engagement and learning. This approach enhances the
evaluation of serious games and lays a foundation for
future studies, fostering advancements in the use of
these tools in medical education.
This paper is structured as follows: Section 2
presents related work, highlighting previous
approaches to evaluating serious games in medical
contexts. Section 3 details the methodology for
developing and validating MAQJSEM. Section 4
presents the proposed method, while Sections 5 and 6
describe studies conducted to evaluate and validate it.
Finally, Section 7 concludes with reflections on the
study’s implications and future research directions.
2 RELATED WORKS
Several studies propose methods to evaluate serious
games, each addressing different aspects. Rocha,
Bittencourt, and Isotani (2015) developed a
questionnaire for self-assessment and learner
reactions regarding simulation and training. Rocha
(2017) outlined criteria for balancing content,
simulation, game elements, and evaluation.
Schroeder and Hounsell (2015) introduced SEU-Q to
assess serious games as tools, while Petri, von
Wangenheim, and Borgatto (2019) proposed
MEEGA+ for educational games in science.
Other works expand evaluation dimensions.
Oliveira and Rocha (2020) developed “Avalia JS” for
serious game planning. Rodrigues et al. (2021)
assessed a game targeting childhood obesity, while
Pires et al. (2015) created an instrument for
evaluating playfulness in healthcare games. Feitosa
(2018) designed a quiz-based game for dental
biosafety, and Santos (2018) introduced PAJDE,
focusing on learning potential in educational games.
These studies highlight approaches and the need for
tailored evaluation tools.
Campos (2024) applied a similar validation
approach, developing UUXE-ToH to assess
touchable holograms. The study emphasized iterative
refinements and expert feedback to ensure quality
applicability.
While these studies provide valuable insights, none
specifically address the pedagogical challenges of
surgical training. MAQJSEM was developed to fill
this gap by integrating validated elements from
methods—focusing on motivation, user experience,
usability, and knowledge acquisition—while
adapting them to surgical education. Its validation
through expert feedback has positioned it as a robust
tool for assessing serious games in training,
contributing to advancements in surgical education.
3 METHODOLOGY
This section outlines the development and validation
process of the MAQJSEM method. The research
followed three key stages: a literature review to
identify essential evaluation criteria, the formulation
of the method based on established theoretical
frameworks, and validation through a pilot study and
content and face analysis by experts. This ensured the
method's accuracy, applicability, and alignment with
medical education needs.
This research aimed to develop and validate the
MAQJSEM, an evaluation method focusing on
surgical training. The methodology followed a
structured process (Figure 1), including:
3.1 Systematic Literature Review
(SLR)
Conducted according to Kitchenham et al. (2009),
complemented by consultations with theses and
dissertations. This step identified gaps and
incorporated contributions from key authors such as
Keller (1987), Savi et al. (2011), Bedwell et al.
(2012), Rocha (2014), Petri et al. (2019), Graafland et
al. (2012), and Meijer et al. (2019).
3.2 Method Development
The method was developed based on Costa (2011)
and DeVellis (2017), emphasizing clear definitions,
item selection, and validation processes.
3.3 Validation Process
3.3.1 Pilot Study
As highlighted by Benassi, Cancian, & Strieder
(2023), pilot studies are a crucial tool in perception
research, as they help identify flaws, challenges, and
opportunities for improvement, which can then be
addressed before the main research phase. The goal
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
606
was to identify and correct flaws in question
construction and ensure coherence across
dimensions. To address any potential unfamiliarity
with serious games, the researcher participated in an
introductory lecture designed to contextualize the
evaluation process. Feedback from this phase led to
adjustments in dimensions, question clarity, and the
structure of the method.
3.3.2 Face and Content Validation Study
It ensures that questionnaire items are representative
of the domain and understandable to the target
audience. Content validation involves expert analysis
to confirm coverage of theoretical constructs, while
face validation assesses clarity and appropriateness
from respondents' perspectives through quantitative
and qualitative feedback. These procedures enhance
the instrument’s reliability and validity before larger
studies, following psychometric assessment
standards.
Figure 1: Items construction and validation process.
4 MAQJSEM
The MAQJSEM method is grounded in a robust
theoretical foundation, integrating approaches and
methodologies from the reviewed literature. Central
to its development are the ARCS model (Attention,
Relevance, Confidence, and Satisfaction) for
evaluating motivation, usability heuristics, and
studies on user experience in games. It also
incorporates categories for identifying serious games
and the MEEGA+ method, designed for assessing
educational games in fields such as Computer Science
and surgical skill training. Contributions from the
medical field were included, emphasizing knowledge
evaluation and surgical practices, bridging
educational and practical dimensions.
As a result of the systematic literature review
(SLR), 70 items were developed and organized into
four main dimensions: Motivation, User Experience,
Usability, and Knowledge Acquisition. These items
form the basis for a comprehensive evaluation
framework that assesses both student motivation and
the effectiveness of educational content delivered by
serious games.
4.1 Dimensions of the MAQJSEM
The development of the evaluation method was
structured around four main dimensions, each
addressing specific aspects of the serious games
experience in medical education:
Motivation: Evaluates how the game keeps
students engaged, focusing on the attractiveness of
challenges, feedback and rewards, and social
interaction. User Experience: Analyzes aesthetics,
design, immersion, and the connection with
characters and scenarios. Usability: Examines ease of
use, including intuitive interfaces and responsive
controls. Knowledge Acquisition: Assesses the
game's impact on learning medical concepts,
developing surgical skills, and preparing for real-
world situations.
Figure 2 presents a visual representation of these
dimensions and how they interconnect within the
evaluation method.
Figure 2: Method Design.
The creation of items for evaluating game quality
was based on models and research previously
discussed, such as Keller (1987), Savi et al. (2011),
Petri et al. (2019), Nielsen and Molich (1990), and
Graafland et al. (2012–2019). These sources
particularly emphasized the application of serious
games in medicine.
Table 1 summarizes the key elements and authors
that informed the development of the evaluation
categories, which were refined and translated into
specific questions tailored to medical education
through serious games.
Method for Evaluating the Quality of Serious Games in Medical Education
607
Table 1: Key Elements and Authors for Development.
Categories Authors and Quality
Indicators
Motivation Kelle
r
(1987)
User
Experience
Savi et al. (2011), Bedwell et
al. (2012)
Usability Petri et al. (2019), Nielsen &
Molich (1990)
Knowledge
Acquisition
Graafland et al. (2012, 2013,
2014, 2015, 2017, 2018) and
Meijer et al. (2018, 2019,
2021, 2022).
Rocha (2014)
Source: Author, 2024
5 PILOT STUDY
This section outlines the pilot study to evaluate the
MAQJSEM method’s initial effectiveness, identify
improvements, and assess its feasibility in real-world
applications.
5.1 Instruments and Procedures
The pilot study assessed the preliminary feasibility
and clarity of the MAQJSEM method before full-
scale validation, identifying potential ambiguities in
the first version of the questionnaire
1
, refine its
structure, and ensure its applicability in evaluating
serious games for medical education.
The participant (P1), a specialist with a bachelor's
and master's degree in Computer Science and in the
final semester of a Ph.D. in the field, contributed over
15 years of experience in the development and
evaluation of accessibility, usability, and user
experience for websites and mobile applications. This
expertise ensured precise and applicable results,
strengthening the study’s robustness.
The game Operate Now: Hospital (Azerion
Casual, 2017) was selected due to its focus on
surgical scenarios and task-based gameplay, aligning
with the method’s objectives. Though not a medical
student, the participant’s usability expertise provided
critical insights into the questionnaire’s clarity and
structure. Future studies will extend validation to
medical students and professionals to further refine
the method in real training contexts.
The study involved the participant downloading,
installing, and using the game over a three-day
period, followed by an evaluation using the
1
https://figshare.com/s/739ddf3f3245fd6a3c27
MAQJSEM method. Additionally, the participant
provided feedback on the method itself, further
supporting its refinement.
The evaluation was conducted via a Google Form
containing 70 items distributed across four
dimensions. Each item was assessed on a five-point
Likert scale (from strongly disagree to strongly
agree). At the end of each dimension, an open-ended
question allowed the participant to suggest
improvements. After completing the form, the
participant participated in a semi-structured interview
to clarify doubts and provide additional insights.
The interview was recorded, transcribed, and
analyzed using Atlas.ti software to identify emerging
patterns and categories that informed the instrument’s
refinement. Content analysis (Bardin, 2016), a widely
used qualitative research technique, was employed to
code and interpret the data.
After the pilot study, the method’s structure was
reorganized, with wording and content adjustments to
enhance clarity and relevance in evaluating serious
games for medical education, resulting in the post-
pilot version
2
.
5.2 Results and Discussion
The quantitative evaluation reinforced the method’s
robustness and highlighted areas for improvement.
P1's responses showed strong agreement with key
aspects of the method. For instance, in the Motivation
dimension, 70% of responses were in the "Strongly
Agree" category for items addressing attention-
capturing activities and the relevance of skills taught.
In the UX dimension, 90% "Strongly Agreed" on the
aesthetic appeal and engaging graphics of the game.
Similarly, 90% "Strongly Agreed" that instructions
and tutorials were clear and effective in Usability. In
Knowledge Acquisition, 80% of responses confirmed
the game reinforced medical concepts and provided
learning.
The interview with P1 provided valuable insights
and suggestions for refining the method. P1
emphasized the clarity of the method's objectives,
describing them as well-defined and comprehensive.
Key feedback included recommendations to address
emotions, game efficiency, and UX, along with
adjustments to items related to immersion, usability,
and emotional aspects. These inputs guided the
reclassification of items, removal of unnecessary
questions, and enhancements to question clarity.
The method's clarity was praised, particularly its
transparency in evaluating criteria such as motivation
2
https://figshare.com/s/4854c73dfebc9206a652
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
608
and usability. However, P1 recommended
reallocating items to better align with categories and
improving questions targeting medical and surgical
education. Motivation was emphasized as critical for
maintaining user engagement and fostering learning,
with suggestions to link concentration and
engagement to outcomes.
P1 highlighted UX as a key focus area,
recommending adjustments to aesthetics-related
items and the inclusion of questions about emotions
to enhance game immersion. Accessibility was also
addressed, with suggestions to incorporate items on
fatigue and usability to account for diverse user
profiles. Engagement was deemed vital, with
feedback encouraging a stronger connection between
concentration, immersion, and learning.
Knowledge acquisition, the core goal of serious
games, was assessed for its role in developing
surgical skills. The relationship between confidence,
game progression, and learning was emphasized.
Immediate feedback was noted as particularly
important for reinforcing learning, with a suggestion
to prioritize rapid responses to user actions.
Socialization was also highlighted as a valuable factor
for knowledge sharing among students and healthcare
professionals. Graafland and Schijven (2018)
reinforces this, noting the efficacy of serious games
in clinical simulations and skill development. P1
further suggested involving medical field experts for
more precise evaluations in future stages.
6 CONTENT AND FACE
VALIDATION STUDY
6.1 Instruments and Procedures
This study was approved by the Research Ethics
Committee, adhering to ethical guidelines to ensure
participant safety and research integrity. Conducted
between September 1 and October 30, 2024,
participants were selected via email invitations sent to
specialists in serious games, computing, and
medicine. Despite invitations to female specialists, all
responses came from male participants. This may
reflect a gender imbalance in serious game
development or the availability of female researchers
for this stage. Future studies should investigate this
issue, examining gender representation in medical
educational game research and promoting greater
diversity among evaluators.
Interviews were conducted via Zoom between
September 20 and October 27, 2024. Participants
unfamiliar with serious games attended an
introductory lecture, while experienced ones installed
and evaluated Operate Now: Hospital, followed by a
semi-structured interview.
The process involved completing an Google
Forms questionnaire to evaluate the post-pilot version
of MAQJSEM. The form had 70 items across four
dimensions: motivation, user experience, usability,
and knowledge acquisition. Each item was rated on a
Likert scale, with open-ended questions at the end of
each dimension for improvement suggestions.
Following the questionnaire, participants engaged
in semi-structured interviews to clarify doubts and
provide further insights. The interviews were
recorded, transcribed, and analyzed using Atlas.ti
software, identifying key categories and patterns.
This iterative process ensured the method was refined
to meet evaluators' expectations and practical needs.
6.2 Results and Discussion
This subsection presents expert assessments,
interview insights, and key decisions that refined the
post-validated version.
6.2.1 Quantitative Results
Nine experts answered the MAQJSEM evaluation
form. The quantitative data from the experts'
evaluations showed that, in general, experts classified
the questions in each dimension as relevant for that
dimension's evaluation. On average, for each
question, eight (8.2) experts indicated that it was
relevant. 25 questions were unanimously classified as
relevant. The question indicated as not relevant by the
most experts was Q18, with 3 indications. Eight
questions were classified as not relevant twice.
In the group of questions in the Motivation
dimension (Figure 3a), 6 questions were unanimously
identified as relevant, 5 were classified as not relevant
once, and two questions were classified as not
relevant twice. Regarding the UX dimension (Figure
3b), three questions were unanimously classified as
relevant; 10 questions were classified as not relevant
once; 5 questions were identified as not relevant
twice; and 1 question was identified as not relevant
by three experts. In the group of questions in the
Usability dimension (Figure 3c), 7 questions were
unanimously identified as relevant, and the other 6
had only one classification as not relevant.
Method for Evaluating the Quality of Serious Games in Medical Education
609
Figures 3: a) Motivation, b) User Experience and c) Usability.
Regarding the Knowledge Acquisition dimension
(Figure 4), 7 questions were unanimously classified
as relevant; 16 questions had only one classification
as not relevant, and only one question was classified
by two experts as not relevant.
Figure 4 - Knowledge Acquisition.
In summary, the evaluation by nine experts
confirmed the overall relevance of the MAQJSEM
questions, with most receiving unanimous or near-
unanimous agreement. While a few questions, such as
Q18, were flagged as less relevant, the findings
highlight the questionnaire's effectiveness in
addressing its intended dimensions, with
opportunities for minor refinements.
6.2.2 Qualitative Results
The data obtained through the semi-structured
interviews allowed the identification of central
categories for evaluating the method. The main
categories identified include general and specific
suggestions, method objectivity, method utility,
proposals for including new statements, and
dimensions for emotional and immersive experience.
In the general and specific suggestions category,
P5 stated that "the instructions on how to apply the
method should be more detailed, especially for users
unfamiliar with serious games." P6 noted that
"dimensions such as motivation are well-addressed,
but the usability dimension could include more items
about customization and accessibility."
In the method objectivity category, P1
highlighted that "the method's objectives are well-
defined and comprehensive, making it easier for users
to understand and apply." However, P2 suggested that
"some questions could be rephrased to better address
surgical learning."
In the method utility category, P3 mentioned that
"the method is practical and well-structured, but it
would be interesting to include more elements that
directly connect the game’s practice to real work
environments." P4 reinforced that "the method meets
evaluation demands but could include additional
criteria to measure emotional experience."
In the proposals for including new statements
category, P7 suggested that "it would be interesting to
include questions related to the impact of sound on
user experience, as this can influence immersion." P8
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
610
recommended adding questions about the
effectiveness of tutorials: "Tutorials are important for
guiding new users, and the method could explore this
aspect further."
In the dimensions for emotional and immersive
experience category, P9 emphasized that "questions
focusing on how emotions are evoked during
gameplay could provide insights into user
engagement and learning retention." P10 added that
"immersion levels should be assessed based on how
realistic the scenarios feel and how much they
encourage concentration and focus during gameplay."
These findings from the semi-structured
interviews provided fundamental results for
adjustments to the method, ensuring it became more
robust and aligned with the needs and expectations of
evaluators and future users.
6.3 Processing and Decisions
After analyzing the validation study, several
improvements were implemented to enhance the
method’s comprehensiveness and effectiveness. To
address overlooked aspects, new sentences were
incorporated, focusing on critical areas such as sound
quality and tutorial effectiveness. For example,
sentences were added to assess whether the sound
quality supports the intended experience and whether
the tutorial effectively guides users in navigating the
game and performing tasks confidently.
Redundant sentences were removed to streamline
the questionnaire, making it more concise and
reducing respondent fatigue. Examples of excluded
sentences include those that overlapped in purpose,
such as statements related to the improvement of
surgical skills and the game's visual aesthetics. This
optimization ensured that each question uniquely
contributed to the evaluation without unnecessary
repetition.
To provide targeted feedback, questions related to
knowledge acquisition were divided into conceptual
and practical aspects. This distinction allowed for a
more precise evaluation of theoretical understanding
versus hands-on application, reflecting the dual focus
of knowledge development in serious games.
7
The inclusion of medical experts in the validation
process ensured that the content aligned with practical
realities and professional standards. This
collaboration refined the questionnaire to meet the
specific needs of evaluating serious games in medical
education. As a result of this study, the questionnaire
was refined and reached its post-validation version
3
.
7
https://figshare.com/s/378ade76028fd661a165
A limitation of MAQJSEM is the absence of
direct comparisons with established methods in
systems engineering, which often include robust
frameworks for evaluating interactive software.
Models such as ISO/IEC 25010, used to assess
software quality, could be adapted for evaluating
serious games in medical contexts.
Although MAQJSEM was validated using a
mobile-based serious game, its structured evaluation
framework allows for adaptation to different
technological contexts, including Virtual Reality
(VR) and Augmented Reality (AR) applications. The
core dimensions of motivation, user experience,
usability, and knowledge acquisition apply across
various training environments, making the method
flexible for different serious gaming platforms.
Future studies should explore its effectiveness in
immersive VR and AR simulations, particularly for
surgical training, where hands-on experience and
spatial awareness are crucial. Such adaptations would
further validate the robustness and applicability of
MAQJSEM in diverse medical education settings.
7 CONCLUSIONS
This study developed and validated MAQJSEM, a
method for evaluating the quality of serious games in
medical education, focusing on surgical training.
Through a systematic approach based on literature
review, pilot study, and expert validation, the method
was refined to ensure clarity, precision, and practical
applicability. MAQJSEM integrates motivation, user
experience, usability, and knowledge acquisition,
providing a robust tool to assess and optimize the
pedagogical impact of serious games.
The results highlight the potential of serious
games as allies in medical education, emphasizing the
importance of designs that meet students' pedagogical
and contextual needs. The method offers developers
a valuable instrument to ensure their educational
solutions fulfill medical training requirements,
particularly in complex fields such as surgery.
7.1 Limitations
Limitations include the small validation sample,
absence of female experts, and focus on a specific
mobile application. Future studies should explore
MAQJSEM in other technological contexts, such as
augmented (AR) and virtual reality (VR), and assess
its adaptability to a broader range of serious games.
Method for Evaluating the Quality of Serious Games in Medical Education
611
The lack of complementary studies validating the
questionnaire remains a limitation. Future research
should conduct additional validations to strengthen
the method’s reliability and applicability across
different scenarios.
7.2 Future Work
Moving forward, future research will focus on
expanding the application of MAQJSEM to a broader
range of serious games in medical education,
including those designed for different specialties and
technological platforms such as VR and AR.
Additionally, a large-scale validation study involving
medical students and professionals will be conducted
to assess the instrument’s effectiveness in real-world
training environments. This will help refine the
method further and ensure its adaptability to various
educational and clinical contexts.
As a contribution, MAQJSEM advances the
literature by proposing a specific evaluation method
for serious games in medical education, combining
methodological rigor with practical applicability.
This method can positively impact the development
of effective educational games, supporting the
training of well-prepared physicians.
REFERENCES
ABT, Clark C. Serious games. University press of America,
1987.
Bardin, L. (2016). Análise de Conteúdo. Edições 70.
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., &
Salas, E. (2012). Toward a Taxonomy Linking Game
Attributes to Learning: An Empirical Study. Simulation
& Gaming, 43(6), 729-760. .
Benassi, C. B. P., Cancian, Q. G., & Strieder, D. M. (2023).
Estudo piloto: Um instrumento primordial para a
pesquisa de percepção da ciência. Ensino e Tecnologia
em Revista, 7(1), 210-225.
Campos, T. P., Damasceno, E. F., & Valentim, N. M. C.
(2024). Evaluating Usability and UX in Touchable
Holographic Solutions: A Validation Study of the
UUXE-ToH Questionnaire. International Journal of
Human–Computer Interaction, 1-21.
Costa, F. D. (2011). Mensuração e desenvolvimento de
escalas: aplicações em administração. Rio de Janeiro:
Ciência Moderna, 90-106.
Dantas, C. D. C., Leite, J. L., Lima, S. B. S. D., & Stipp, M.
A. C. (2009). Teoria fundamentada nos dados:
Aspectos conceituais e operacionais: Metodologia
possível de ser aplicada na pesquisa em enfermagem.
Revista Latino-Americana de Enfermagem, 17, 573-
579.
DeVellis, R. F., & Thorpe, C. T. (2021). Scale
Development: Theory and Applications. Sage
Publications.
Drummond, D., Hadchouel, A., & Tesnière, A. (2017).
Serious games for health: Three steps forwards.
Advances in Simulation, 2, 3.
https://doi.org/10.1186/s41077-017-0036-3.
Feitosa, M. L. B. (2018). Biossegurança em odontologia:
Criação e validação de um serious game do tipo quiz
direcionado para profissionais de saúde bucal.
Universidade do Estado do Rio de Janeiro.
https://www.bdtd.uerj.br:8443/handle/1/5932.
Gorbanev, I., Agudelo-Londoño, S., González, R. A.,
Cortes, A., Pomares, A., Delgadillo, V., Yepes, F. J., &
Muñoz, Ó. (2018). A systematic review of serious
games in medical education: Quality of evidence and
pedagogical strategy. Medical Education Online, 23(1),
1438718.
https://doi.org/10.1080/10872981.2018.1438718.
Graafland, M., Schraagen, J. M., & Schijven, M. P. (2012).
Systematic review of serious games for medical
education and surgical skills training. The British
Journal of Surgery, 99(10), 1322-1330.
https://doi.org/10.1002/bjs.8819.
Graafland, Maurits; Schijven, Marlies. How serious games
will improve healthcare. Digital health: scaling
healthcare to the world, p. 139-157, 2018.
Keller, J. M. (1987). Development and use of the ARCS
model of instructional design. Journal of Instructional
Development, 10(3), 2-10.
Kitchenham, B., Brereton, O. P., Budgen, D., Turner, M.,
Bailey, J., & Linkman, S. (2009). Systematic literature
reviews in software engineering: A systematic literature
review. Information and Software Technology, 51(1),
7-15.
Meijer, H. A. W., Graafland, M., Obdeijn, M. C., Goslings,
J. C., & Schijven, M. P. (2019). Face validity and
content validity of a game for distal radius fracture
rehabilitation. Journal of Wrist Surgery, 8(5), 388-394.
https://doi.org/10.1055/s-0039-1688948.
Nielsen, J., & Molich, R. (1990). Heuristic evaluation of
user interfaces. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems,
249-256.
Azerion Casual. (2017). Operate Now Hospital - Surgery.
Google Play Store. https://play.google.com/store/
apps/details?id=com.spilgames.OperateNow2&hl=pt_
BR&gl=US.
Oliveira, R. N. R., & Rocha, R. V. (2020). Modelo
conceitual para planejamento da avaliação em jogos
sérios. SBGames Proceedings.
https://www.sbgames.org/proceedings2020/Educacao
Full/209743.pdf.
Petri, G., von Wangenheim, C. G., & Borgatto, A. F.
(2019). MEEGA+: Um modelo para a avaliação de
jogos educacionais para o ensino de Computação.
Revista Brasileira de Informática na Educação.
http://br-ie.org/pub/index.php/rbie.
Pires, M. R. G. M., Göttems, L. B. D., Silva, L. V. S.,
Carvalho, P. A., Melo, G. F., & Fonseca, R. M. G. S.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
612
(2015). Desenvolvimento e validação de instrumento
para avaliar a ludicidade de jogos em saúde. Revista da
Escola de Enfermagem da USP, 49(4), 658–664.
https://www.scielo.br/j/reeusp/a/XTDYzBp8Lvgt7VZ
BHGFBGCN/?format=pdf&lang=pt.
Rodrigues, J. D., Tibes-Cherman, C. M., Aragão, R. B.,
Filho, H. T., Zem-Mascarenhas, S. H., & Fonseca, L.
M. M. (2021). Avaliação de serious game em programa
de enfrentamento da obesidade infantil. Acta Paulista
de Enfermagem, 34, eAPE00102.
https://www.scielo.br/j/ape/a/fwLKnwtq6j5RQp46VK
9VWdJ/.
Rocha, R. V. (2017). Critérios para a construção de jogos
sérios. Simpósio Brasileiro de Informática na
Educação. http://ojs.sector3.com.br/index.php/sbie/
article/view/7623/5419.
Rocha, R. V., Bittencourt, I. I., & Isotani, S. (2015).
Avaliação de jogos sérios: Questionário para
autoavaliação e avaliação da reação do aprendiz.
SBGames Proceedings. http://www.sbgames.org/
sbgames2015/anaispdf/artesedesign-full/147637.pdf.
Savi, R. (2011). Avaliação de jogos voltados para a
disseminação do conhecimento. Tese de doutorado.
Universidade Federal de Santa Catarina.
Schroeder, R. B., & Hounsell, M. S. (2015). SEU-Q: Um
instrumento de avaliação de utilidade de jogos sérios
ativos. ResearchGate. https://www.researchgate.net/
publication/312212577_SEU-Q.
Santos, W. S. (2018). Um modelo de avaliação para jogos
digitais educacionais. Universidade do Estado da
Bahia. http://repositoriosenaiba.fieb.org.br/bitstream/
fieb/895/1/William%20de%20Souza%20Santos.pdf
Method for Evaluating the Quality of Serious Games in Medical Education
613