Evidence map›Paper›PMID 42199719›Full record

ReviewJournal of multidisciplinary healthcare2026

Gamification and Virtual Reality for Enhancing Disaster Preparedness Among University Students and Health Workers: A Scoping Review.

Etika Emaliyawati, Firman Sugiharto, Kusman Ibrahim, Yanny Trisyani, Praneed Songwathana

Abstract readReview
In one paragraph

Review in Journal of multidisciplinary healthcare, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Etika EmaliyawatiDepartment of Emergency and Critical Care Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0002-9123-4843
Firman SugihartoDoctoral Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0003-4223-9573
Kusman IbrahimDepartment of Medical-Surgical Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0001-8609-288X
Yanny TrisyaniDepartment of Emergency and Critical Care Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0002-4862-4950
Praneed SongwathanaDepartment of Adult and Elderly Nursing, Faculty of Nursing, Prince of Songkla University, Songkhla, 90110, Thailand.ORCID 0000-0003-1967-848X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Effective disaster training is essential for developing competencies in rapid decision-making, teamwork, and protocol-based actions. However, conventional approaches, such as lectures and limited simulations, often face challenges, including low engagement and difficulty replicating complex disaster scenarios. These limitations have driven the adoption of innovative strategies, such as gamification and virtual reality (VR), to enhance disaster education. Purpose: This scoping review aimed to synthesise and critically evaluate evidence on the effectiveness of gamification and VR-based interventions in improving disaster preparedness learning outcomes among university students and health workers. Methods: This scoping review followed the Arksey and O'Malley framework. Studies were searched in EBSCOhost, PubMed, Scopus, SAGE Journal, and Taylor & Francis using relevant keywords. Included studies were original research in English that evaluated gamification or VR in disaster training contexts. The data were analysed using descriptive, qualitative, and narrative synthesis. Results: A total of 24 studies were included, with diverse designs. Across the included studies, interventions were divided into two categories: gamification and virtual reality-based interventions. In addition, learning outcomes were consistently reported across three domains: cognitive outcomes (e.g. disaster preparedness knowledge, triage knowledge, crisis management competence), psychomotor outcomes (e.g. triage skills, triage accuracy, intervention correctness, decision speed), and affective outcomes (e.g. self-efficacy, satisfaction, motivation, preparedness attitudes). Conclusion: Gamification and VR interventions improve disaster preparedness learning outcomes among students and health workers across cognitive, psychomotor, and affective domains. These approaches offer flexible and engaging alternatives to conventional training and may support scalable disaster education programs. Future studies should use more rigorous comparative designs, standardized outcome measures, and long-term follow-up to assess skill retention and transfer to real-world settings.

Indexed as

disaster preparednessgamificationgood health and well-beinghealth workersuniversity studentsvirtual reality

Identifiers

PMID42199719
PMCPMC13199624

What Socratic holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.