Liang Wang , Qin Zhao , Lei Dong , Hongyu Zhao , Lizhi Qin , Tingting Deng , Hui Huang , Miaoya Li , Xiaoxia Wu , Jia Liu
{"title":"严肃游戏对护理本科生知识和技能的影响:系统回顾与荟萃分析","authors":"Liang Wang , Qin Zhao , Lei Dong , Hongyu Zhao , Lizhi Qin , Tingting Deng , Hui Huang , Miaoya Li , Xiaoxia Wu , Jia Liu","doi":"10.1016/j.nepr.2024.104102","DOIUrl":null,"url":null,"abstract":"<div><h3>Aim</h3><p>To determine the effect of serious games on undergraduate nursing students by the meta-analysis method.</p></div><div><h3>Background</h3><p>There is a need for greater focus on enhancing the knowledge and skills of undergraduate nursing students. Generation Z students desire active engagement in the learning process. When compare with conventional learning approaches, serious games can enhance pupil interest by making the learning process more captivating.</p></div><div><h3>Design</h3><p>Systematic review and meta-analysis.</p></div><div><h3>Method</h3><p>A total of nine databases were systematically searched from inception to April 2024. The Cochrane RoB-2 tool and the Joanna Brigg's Institute Critical Appraisal Tool for quasi-experimental designs were used to undertake quality appraisal. A narrative synthesis, a meta-analysis and subgroup analysis were conducted to analyze the study outcomes.</p></div><div><h3>Results</h3><p>In the study, 19 experimental studies included 14 randomized controlled trials and five quasi-experimental studies. When compare with control groups, serious games in RCTs showed significant improvements in knowledge (SMD 1.24, 95 % CI 0.52–1.96; <em>P</em><0.001) and skills (SMD 0.50, 95 % CI 0.13–0.87; <em>P</em><0.01). Subgroup analysis for technical skills outcomes demonstrated that serious games in RCTs were more effective than control groups (SMD 0.62, 95 % CI 0.20–1.05; <em>P</em><0.001).</p></div><div><h3>Conclusion</h3><p>Serious games had a beneficial impact on the knowledge and skills of undergraduate nursing students. In the context of serious game intervention, it is imperative to carefully consider the approach.</p></div>","PeriodicalId":48715,"journal":{"name":"Nurse Education in Practice","volume":"80 ","pages":"Article 104102"},"PeriodicalIF":3.3000,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The effectiveness of serious games on undergraduate nursing students' knowledge and skills: A systematic review and meta-analysis\",\"authors\":\"Liang Wang , Qin Zhao , Lei Dong , Hongyu Zhao , Lizhi Qin , Tingting Deng , Hui Huang , Miaoya Li , Xiaoxia Wu , Jia Liu\",\"doi\":\"10.1016/j.nepr.2024.104102\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Aim</h3><p>To determine the effect of serious games on undergraduate nursing students by the meta-analysis method.</p></div><div><h3>Background</h3><p>There is a need for greater focus on enhancing the knowledge and skills of undergraduate nursing students. Generation Z students desire active engagement in the learning process. When compare with conventional learning approaches, serious games can enhance pupil interest by making the learning process more captivating.</p></div><div><h3>Design</h3><p>Systematic review and meta-analysis.</p></div><div><h3>Method</h3><p>A total of nine databases were systematically searched from inception to April 2024. The Cochrane RoB-2 tool and the Joanna Brigg's Institute Critical Appraisal Tool for quasi-experimental designs were used to undertake quality appraisal. A narrative synthesis, a meta-analysis and subgroup analysis were conducted to analyze the study outcomes.</p></div><div><h3>Results</h3><p>In the study, 19 experimental studies included 14 randomized controlled trials and five quasi-experimental studies. When compare with control groups, serious games in RCTs showed significant improvements in knowledge (SMD 1.24, 95 % CI 0.52–1.96; <em>P</em><0.001) and skills (SMD 0.50, 95 % CI 0.13–0.87; <em>P</em><0.01). Subgroup analysis for technical skills outcomes demonstrated that serious games in RCTs were more effective than control groups (SMD 0.62, 95 % CI 0.20–1.05; <em>P</em><0.001).</p></div><div><h3>Conclusion</h3><p>Serious games had a beneficial impact on the knowledge and skills of undergraduate nursing students. In the context of serious game intervention, it is imperative to carefully consider the approach.</p></div>\",\"PeriodicalId\":48715,\"journal\":{\"name\":\"Nurse Education in Practice\",\"volume\":\"80 \",\"pages\":\"Article 104102\"},\"PeriodicalIF\":3.3000,\"publicationDate\":\"2024-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Nurse Education in Practice\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1471595324002312\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"NURSING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nurse Education in Practice","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1471595324002312","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"NURSING","Score":null,"Total":0}
引用次数: 0
摘要
目的通过荟萃分析法确定严肃游戏对护理专业本科生的影响。 背景需要更加重视提高护理专业本科生的知识和技能。Z 世代学生渴望积极参与学习过程。设计系统综述和荟萃分析方法系统检索了从开始到2024年4月的9个数据库。采用 Cochrane RoB-2 工具和 Joanna Brigg's Institute 准实验设计批判性评估工具进行质量评估。研究中的 19 项实验研究包括 14 项随机对照试验和 5 项准实验研究。与对照组相比,随机对照研究中的严肃游戏在知识(SMD 1.24,95 % CI 0.52-1.96;P<0.001)和技能(SMD 0.50,95 % CI 0.13-0.87;P<0.01)方面均有显著改善。对技术技能结果的分组分析表明,RCT 中的严肃游戏比对照组更有效(SMD 0.62,95 % CI 0.20-1.05;P<0.001)。在进行严肃游戏干预时,必须仔细考虑干预方法。
The effectiveness of serious games on undergraduate nursing students' knowledge and skills: A systematic review and meta-analysis
Aim
To determine the effect of serious games on undergraduate nursing students by the meta-analysis method.
Background
There is a need for greater focus on enhancing the knowledge and skills of undergraduate nursing students. Generation Z students desire active engagement in the learning process. When compare with conventional learning approaches, serious games can enhance pupil interest by making the learning process more captivating.
Design
Systematic review and meta-analysis.
Method
A total of nine databases were systematically searched from inception to April 2024. The Cochrane RoB-2 tool and the Joanna Brigg's Institute Critical Appraisal Tool for quasi-experimental designs were used to undertake quality appraisal. A narrative synthesis, a meta-analysis and subgroup analysis were conducted to analyze the study outcomes.
Results
In the study, 19 experimental studies included 14 randomized controlled trials and five quasi-experimental studies. When compare with control groups, serious games in RCTs showed significant improvements in knowledge (SMD 1.24, 95 % CI 0.52–1.96; P<0.001) and skills (SMD 0.50, 95 % CI 0.13–0.87; P<0.01). Subgroup analysis for technical skills outcomes demonstrated that serious games in RCTs were more effective than control groups (SMD 0.62, 95 % CI 0.20–1.05; P<0.001).
Conclusion
Serious games had a beneficial impact on the knowledge and skills of undergraduate nursing students. In the context of serious game intervention, it is imperative to carefully consider the approach.
期刊介绍:
Nurse Education in Practice enables lecturers and practitioners to both share and disseminate evidence that demonstrates the actual practice of education as it is experienced in the realities of their respective work environments. It is supportive of new authors and will be at the forefront in publishing individual and collaborative papers that demonstrate the link between education and practice.