Step by step guide for the implementation and assessment of Games and Gamified Learning Platforms
This educational approach involves mainly two related concepts:
- Serious Games: These are games designed with a primary purpose other than pure entertainment, specifically for education and training. In the context of AMR/AMS, serious games aim to impart knowledge, develop skills (e.g., clinical decision-making, prudent prescribing), and influence attitudes or behaviors by immersing learners in interactive, often simulated, scenarios. (Gentry et al., 2019; Trehan et al., 2024).
- Gamification: This refers to the application of game design elements and mechanics (e.g., points, badges, leaderboards, challenges, narratives, immediate feedback) to non-game contexts, such as online learning platforms or educational activities, to enhance learner engagement, motivation, participation, and learning outcomes related to AMR/AMS. (Gentry et al., 2019; Trehan et al., 2024). Both aim to create enjoyable, motivating, and effective learning experiences. (Nowbuth et al. (2023) highlight that gamification can improve knowledge and prescribing behaviors).

Planning a Games and Gamified Learning Platforms
The following steps should be taken into consideration when planning a game experience or the use of Gamified Learning Platforms on AMR/AMS:
- Define Clear AMR/AMS Learning Objectives: Precisely determine what knowledge, skills, or attitudes the game or gamified experience aims to develop (e.g., understanding stewardship principles, improving diagnostic accuracy for infections, promoting prudent antibiotic use in specific scenarios). Learning objectives must drive the game design. (Gentry et al., 2019).
- Identify Target Audience and Context: Tailor the game/gamification to the specific needs, prior knowledge, and professional context of the target learners (e.g., medical students, veterinarians, pharmacists, nurses, farmers, general public). (Trehan et al., 2024, list various AMR games targeting different audiences).
- Select Appropriate Game Type and Mechanics: Choose a suitable format (e.g., digital serious game, mobile app game, board game, card game, gamified e-learning course) and relevant game mechanics. Common mechanics include points, badges, leaderboards (PBLs), challenges, levels, storytelling/narrative, immediate feedback, virtual patients or scenarios, competition, and collaboration. (Trehan et al., 2024; Nowbuth et al., 2023 note board/card games and scoring are common; Sørensen et al., 2018, used virtual patients and scoring).
- Integrate Accurate AMR/AMS Content: Embed scientifically accurate and up-to-date AMR/AMS information, guidelines, and principles seamlessly within the gameplay or gamified activities. Ensure content reflects relevant aspects like the One Health approach where applicable. (Nowbuth et al., 2023, point to a current gap in games comprehensively addressing One Health).
- Design and Development (Consider Co-design): Develop the game or gamified platform. Involving target users (e.g., healthcare professionals, students) and subject matter experts in a co-design process can significantly enhance relevance, engagement, and usability. (Ashiru-Oredope et al., 2022, detail a co-design process for an AMR board game).
- Pilot Testing and Iterative Refinement: Thoroughly pilot test the game/gamified experience with a representative sample of the target audience to identify any usability issues, gameplay problems, or areas where learning objectives are not being met. Use feedback to refine the design. (Trehan et al., 2024, mention usability testing for AMR games).
- Integration into Educational Strategy and Clear Instructions: Determine how the game/gamification will be used (e.g., standalone tool, part of a formal course, supplementary activity). Provide clear instructions on how to play, access the platform, and understand the learning goals.
- Facilitated Debriefing (Especially for Serious Games): Crucially, incorporate structured debriefing sessions after gameplay. This helps learners reflect on their in-game experiences, decisions, and outcomes, and explicitly connect these to real-world AMR/AMS practices and principles, thus consolidating learning. (Gentry et al., 2019, note the importance of debriefing).

Defining roles in a Games and Gamified Learning Platforms
Facilitator’s role: Introduce the game/gamified platform and its AMR/AMS learning objectives, explain rules and mechanics, guide gameplay if necessary (particularly for physical games like board games (Ashiru-Oredope et al., 2022), monitor engagement, manage any technical or logistical aspects, and, most importantly, lead effective and reflective debriefing sessions to ensure learning transfer.
Participant’s role: Actively engage with the game or gamified elements, make decisions and experience their consequences within a safe, simulated environment, potentially collaborate or compete with peers (depending on design), critically reflect on their gameplay experiences, and participate fully in debriefing sessions to connect game-based learning to their professional roles and responsibilities in AMR/AMS.

Assessing a Games and Gamified Learning Platforms
Methods
- In-game performance metrics: Tracking scores, levels achieved, specific decisions made, time taken to complete tasks, resources managed, or adherence to simulated AMR/AMS protocols. (Sørensen et al., 2018).
- Pre- and post-game assessments of knowledge, attitudes, confidence, or clinical reasoning skills related to AMR/AMS using validated questionnaires or custom-designed tests. (Sørensen et al., 2018, showed knowledge increase; Nowbuth et al., 2023, highlight assessment of knowledge and prescribing behaviors).
- Direct observation of problem-solving skills or teamwork during gameplay (especially for multiplayer or board games).
- User experience and usability evaluations using standardized tools (e.g., System Usability Scale – SUS) or tailored feedback forms. (Trehan et al., 2024 discuss SUS scores for AMR games).
- Participant feedback on engagement, enjoyment, perceived learning value, and realism. (Ashiru-Oredope et al., 2022 collected user feedback on their AMR games).
- Analysis of discussions during debriefing sessions for evidence of reflection and learning.
Tools
Built-in game analytics dashboards, pre-post knowledge/attitude questionnaires, System Usability Scale (SUS), observation rubrics for skills demonstrated during gameplay, structured debriefing guides, focus group discussions or interviews for qualitative feedback.

Suggested Games and Gamified Learning Platforms prototype
Target Audience: Food Producers, Prescribers, Dispensers, Researchers, Educators.
Learning Objectives:
- Improve decision-making in selecting appropriate antimicrobials based on various clinical or farm-based scenarios and local resistance data.
- Enhance understanding of the consequences of inappropriate antimicrobial use on AMR development and spread (One Health context where appropriate).
- Reinforce principles of infection prevention and control (IPC) and other stewardship interventions to limit AMR.
- Increase engagement and motivation for learning about complex AMR/AMS topics.
Curriculum/Activities:
- An online course delivered via an LMS, structured around a series of interactive modules featuring gamified elements.
- Virtual Patient/Farm Scenarios: Learners manage virtual patients (human or animal) or farm situations, making diagnostic and treatment decisions. The system provides points for guideline-adherent choices, immediate feedback on decisions, and shows consequences (e.g., patient outcome, AMR development in a simulated population/herd, economic impact).
- Game Mechanics:
- Points and Badges: Awarded for correct answers in quizzes, successful case management, and module completion.
- Leaderboards (optional, for friendly competition): Comparing progress among peers.
- Narrative/Storyline: A compelling storyline could link scenarios (e.g., tracing an outbreak, being part of an AMS team).
- Challenges and Levels: Increasing difficulty of scenarios as learners progress.
- Mini-games: Short, focused games embedded within modules to teach specific concepts (e.g., matching antibiotics to spectra of activity, identifying IPC breaches in a virtual environment).
- Debriefing prompts: After key scenarios, learners are prompted to reflect on their choices and alternative actions.
Evaluation of the Prototype’s Effectiveness:
- Tracking in-course performance: scores on quizzes, success rates in virtual scenarios, badges earned.
- Pre- and post-course assessments of knowledge, clinical reasoning, and self-reported confidence in applying AMS principles.
- User satisfaction surveys focusing on engagement, enjoyment, ease of use (usability), and perceived learning value. (Ashiru-Oredope et al., 2022, found users enjoyed their AMR games and found them educational).
- Analysis of participant discussions in any associated forums on strategies used and lessons learned.
- Potential for assessing long-term retention or self-reported changes in practice if follow-up is feasible. (Gentry et al., 2019, note that serious games can improve skills significantly).
References
- Ashiru-Oredope, D., Nabiryo, M., Yeoman, A., Bell, M., Cavanagh, S., D’Arcy, N., Townsend, W., Demenciukas, D., Yadav, S., Garraghan, F., Carter, V., Rutter, V., & Skone-James, R. (2022). Development of and User Feedback on a Board and Online Game to Educate on Antimicrobial Resistance and Stewardship. Antibiotics, 11(5), 611. https://doi.org/10.3390/antibiotics11050611
- Gentry, S. V., Gauthier, A., L’Estrade Ehrstrom, B., Wortley, D., Lilienthal, A., Tudor Car, L., Dauwels-Okutsu, S., Nikolaou, C. K., Zary, N., Campbell, J., & Car, J. (2019). Serious Gaming and Gamification Education in Health Professions: Syste matic Review. Journal of Medical Internet Research, 21(3), e12994. https://doi.org/10.2196/12994
- Nowbuth, A. A., Asombang, A. W., Alaboud, K., Souque, C., Dahu, B. M., Pather, K., Mwanza, M. M., Lotfi, S., & Parmar, V. (2023a). Evaluating Gamification of Antimicrobial Resistance as an Educational Tool: A Systematic Review. European Journal of Public Health, 33(Supplement_2). https://doi.org/10.1093/eurpub/ckad160.1013
- Nowbuth, A. A., Asombang, A. W., Alaboud, K., Souque, C., Dahu, B. M., Pather, K., Mwanza, M. M., Lotfi, S., & Parmar, V. S. (2023b). Gamification as an educational tool to address antimicrobial resistanc e: A systematic review. JAC-Antimicrobial Resistance, 5(6), dlad130. https://doi.org/10.1093/jacamr/dlad130
- Sørensen, A. H., Jensen-Fangel, S., Svendstrup, D. B., Kjaersgaard, M., & Ank, N. (2018). Gamified e-learning course: A way to prudent use of antibiotics. MedEdPublish, 7, 99. https://doi.org/10.15694/mep.2018.0000099.1
- Trehan, R., Goujet, R., Sharma, T., Vats, A., Patel, N., & Bhardwaj, A. (2024). The role of gaming for information, education and communication of AMR : full review of online education resources. JAC-Antimicrobial Resistance, 6(3), dlae080. https://doi.org/10.1093/jacamr/dlae080
- Waruingi, D., Hamza, H., & Babuya, J. (2023). A brief review of online education resources on gamification in addres sing antimicrobial resistance. JAC-Antimicrobial Resistance, 5(4), dlad094. https://doi.org/10.1093/jacamr/dlad094