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EPlanet – An educational game and platform for Planetary Health

Bibliographic Data

ID21447475
AuthorsLisa Rebecca Otto (0000-0002-5702-8405, Charité - Universitätsmedizin Berlin, corresponding author), Philip Nils Dawarr Elders (0000-0002-8168-3231, Research Office, University Medical Centre, Utrecht University), P Elders (University Medical Center Utrecht), Charlotte Scheerens (0000-0003-4407-9462, Ghent University), Kevin Toet (Superbuff - applied games studio), Nikki Giron (Research Office, University Medical Centre, Utrecht University), Karin Leander (0000-0002-1404-9222, Karolinska Institutet), Matthias Rose (0000-0001-5233-3139, Charité - Universitätsmedizin Berlin), Wim van Biesen (0000-0002-4782-5224, Ghent University), Peter Stenvinkel (0000-0002-8785-4820, Karolinska Institutet), Peter J Blankestijn (0000-0003-4289-632X, University Medical Center Utrecht), Peter Blankestijn (Department of Nephrology and Hypertension, University Medical Centre, Utrecht University), Carla María Avesani (0000-0002-4458-8358, Karolinska Institutet)
Year2025
Pages1-5
Publication date2025-12-21
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueMedical Teacher (JOURNAL)
Journal identifiersISSN: 0142-159X • E-ISSN: 1466-187X
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0142159x.2025.2589247
PMID41422516
OpenAlexW7116629465
LanguageEN
References cited12

WHAT WAS THE EDUCATIONAL CHALLENGE?: Planetary Health addresses the interconnections between environmental changes, social systems and human health. Despite its growing recognition, integration into medical education remains limited due to overloaded curricula and educators' unfamiliarity with the subject. WHAT WAS THE SOLUTION?: The ePlanet project developed modular, open-access educational tools, incorporating serious gaming and challenge-based learning (CBL). Teaching guides support educators in implementing the materials. HOW WAS THE SOLUTION IMPLEMENTED?: The ePlanet online serious game - freely available in English and Spanish at https://eplanet.care/game/ engages students in real-life scenarios on sustainable healthcare, nutrition, air pollution and heat, and infectious diseases. Complementary CBL modules develop competencies in systems thinking, advocacy, sustainability, and health equity. WHAT LESSONS WERE LEARNED THAT ARE RELEVANT TO A WIDER GLOBAL AUDIENCE?: materials provide a lightweight approach for integrating Planetary Health into medical education without curricular restructuring. The game's availability in multiple languages and its open access format make it globally accessible. Pilot testing showed that serious gaming can effectively introduce Planetary Health in medical contexts. WHAT ARE THE NEXT STEPS?: at international conferences, integrating the materials into digital learning environments, and using them for faculty development

Digital health · Educational game · Educational technology · Game based learning · MEDLINE · Virtual learning environment · Educational Games and Gamification · Social Media in Health Education · Visual and Cognitive Learning Processes

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Citation velocityhistorical
Highly citedNo

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Open DOIOpen Access
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